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OPEN GAME LICENSE VERSION 1.0a This product is compliant with the Open Game License (OGL) and is suitable for use with the
DarkEnergy Roleplaying Game.
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Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner,
Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
DarkEnergy Core Rulebook © 2021, Entanglement Interactive LLC.; Designer: Nicholas Colesar.
Minions 310
General Feats 142
Cyclopes 17
Dwarves 19 Animal Companions 310
Elves 22 Familiars 310
Fairy 25
Giant 27
Equipment 149 Beasts 310
CORE RULEBOOK | 3
INTRODUCTION
THE SETTING
encountering new enemies and allies.
2. Start as a character from a race that has been teleported to
earth and must find safety during the chaos of the Shearing.
We find ourselves in modern-day Earth. There is a malfunction 3. Start as a character from a race that came to earth purposefully
at the newly-upgraded Large Hadron Collider that rips the Veil for some reason - to conquer, save, or merely curiosity.
Between Worlds apart and pulls in creatures and magic from other 4. Start as a group of humans that has been pulled from Earth to
realms. one of the other races homewords. See page 319 for descriptions
Chaos erupts as communications goes down and the power goes of a few of the major worlds.
out. Monsters run wild and cities burn. But there are those who
survive and some discover they have amazing powers.
Future
Enemies like orcs are not the only creatures to emerge from the
Shearing of the Veil. Cautious allies are also discovered. Namely Earth is a mix of societies. Some cities/towns were barely affected
the elves and dwarves. But there are also the kefali who’s integrity by the Shearing. Others were completely destroyed. Some have
remains unclear. been enslaved while others have taken the opportunity to conquer
To learn more about the DarkEnergy Universe and the events of their neighbors and forge their own fledgling empires. The GM can
the Shearing, you can read the DarkEnergy novels. choose how these societies have formed since the Shearing.
HOW TO PLAY
DarkEnergy Roleplaying Game is an interactive story where
one player, the Game Master (GM), sets the scene and presents
challenges, while other players take the roles of player characters
(PCs) and attempt to overcome those challenges. Danger comes in
the form of monsters, sneaky traps, the machinations of celestial
agents, shady political maneuvering, dark deals, and more.
The game is usually played in a group of three to seven players,
with one of those players serving as the group’s Game Master. The
GM prepares, presents, and controls the game’s world and story,
posing challenges and playing adversaries, allies, and onlookers.
The Veil Between Worlds As each event leads into the next, each player contributes to the
story, responding to situations according to the personality and
The Veil is the barrier that separates the realms. The three major abilities of their character. Dice rolls, combined with preassigned
Realms are the Kingdom of Heaven, the Mortal Realms, and the 9 statistics, add an element of chance and determine whether
Hells. There is also the transitional realm of the Underworld. characters succeed or fail at actions they attempt.
The Veil also limits the influence of Celestial beings in the Mortal
Realm and keeps the Demons trapped in Hell.
The Veil also separates all mortal and Celestial worlds. The Veil
Game Sessions
can be traversed by accessing the Axis mundi. More information DarkEnergy is played in sessions, during which players gather
is available starting on page 317: The Setting. in person or online for a few hours to play the game. A complete
DarkEnergy story can be as short as a single session, commonly
referred to as a “one-shot,” or it can stretch on for multiple
GAME SCENARIOS
sessions, forming a campaign that might last for months or even
years. If the Game Master enjoys telling the story and the players
are entertained, the game can go as long as you like.
A session can be mostly action, with battles with mutated beasts,
The scenarios are broken into two categories. Aftermath and
escapes from fiendish traps, and the completion of dangerous
Future. While these are the two scenarios given, that does not
quests. Alternatively, it could include negotiating with a warlord
mean they are the only possibilities.
for rights to a gas well, infiltrating an army of giants, or bargaining
with an demon to aid in slaying a goodly king. Ultimately it’s up
Aftermath to you and your group to determine what kind of game you are
playing, from dungeon exploration to a nuanced political drama, or
1. Start as a group of humans trying to ride out the initial anything in between.
aftermath of the Shearing and discovering they have powers while
Game Master
The Basics
While the other players create and control their characters, the
Game Master (or GM) is in charge of the story and world. The GM Players take on the role of player characters (PCs), while the Game
describes all the situations player characters experience in an Master portrays nonplayer characters (NPCs) and monsters.
adventure, considers how the actions of player characters affect While PCs and NPCs are both important to the story, they serve
the story, and interprets the rules along the way. very different purposes in the game. PCs are the protagonists—
the narrative is about them—while NPCs and monsters are allies,
The GM can create a new adventure—crafting a narrative, contacts, adversaries, and villains. That said, PCs, NPCs, and
selecting monsters, and assigning treasure on their own— or they monsters share several characteristics.
can instead rely on a published adventure, using it as a basis
for the session and modifying it as needed to accommodate Level is one of the most important statistics of the game, as
their individual players and the group’s style of play. Some even it conveys the approximate power and capabilities of every
run games that combine original and published content, mixed individual creature. PCs range in level from 1st, at the start of the
together to form a new narrative. character’s adventuring career, to 20th, the very height of power.
As the characters overcome challenges, defeat foes, and complete
Being the GM is a challenge, requiring you to adjudicate the rules, adventures, they accumulate Experience Points (XP). Every time
narrate the story, and juggle other responsibilities. a character amasses enough XP, they go up a level, gaining new
But it can also be very rewarding and worth all the work required to abilities so they can take on even greater challenges. A 1st-level
run a good game. If it is your first time running a game, remember PC might face off against a giant rat or a group of bandits, but at
that the only thing that matters is that everyone has a good time, 20th level, that same character might be able to bring ruin to an
and that includes you. Everything else will come naturally with entire city with a single spell.
practice and patience. In addition to level, characters are defined by ability scores, which
measure a character’s raw potential and are used to calculate
CORE RULEBOOK | 5
parents and heritage, such as human, elf, or goblin. Next up is the When you have advantage or disadvantage and something in the
PC’s background, which describes their upbringing, from lowly game lets you reroll the d20, you can reroll only one of the dice.
street urchin to wealthy noble. Finally, and most importantly, a You choose which one.
PC’s class defines the majority of their aptitudes and abilities, like You usually gain advantage or disadvantage through the use of
a mage’s command of powerful arcane spells or a druid’s power to special abilities, actions, or spells. Inspiration can also give a
transform into a fearsome beast! character advantage. The GM can also decide that circumstances
In addition to these key choices, player characters also have a influence a roll in one direction or the other and grant advantage
number of feats— individual abilities selected during character or impose disadvantage as a result.
creation and as the character increases in level. Every feat has a
type to denote where its explanation can be found (for example, elf
feats can be found in the elf race) and its theme (mage feats, for Alignment
example, grant abilities that deal with spells). Finally, characters
have skills that measure their ability to hide, swim, bargain, and You can be Good, Neutral or Evil; Chaotic, Neutral or Lawful.
perform other common tasks. Nobody said you had to be the hero. Want to save the princess or
murder her? Lead the defense of the city, or burn it to the ground?
Maybe even make yourself the warlord. The choice is yours.
The Narrative
Good and Evil
Characters and their choices create the story, but how they interact
with each other and the world around them is governed by rules. Your character has a good alignment if they consider the happiness
So, while you might decide that your character undertakes an epic of others above their own and work selflessly to assist others,
journey to overcome terrifying foes and make the world a safer even those who aren’t friends and family. Your character has an
place, your character’s chance of success is determined by their evil alignment if they’re willing to victimize others for their own
abilities, the choices you make, and the roll of the dice. selfish gain, and even more so if they enjoy inflicting harm. If your
character falls somewhere in the middle, they’re likely neutral.
The GM determines the premise and background of most
adventures, although character histories and personalities
certainly play a part. Once a game session begins, the players
Law and Chaos
take turns describing what their characters attempt to do, while Lawful characters have a set system in life, whether it’s
the GM determines the outcome, with the table working together meticulously planning day-to-day activities, carefully following
toward a specific goal. The GM also describes the environment, a set of official or unofficial laws, or strictly adhering to a code
other characters’ actions, and events. For example, the GM might of honor. On the other hand, if your character values flexibility,
announce that the characters’ hometown is under attack by creativity, and spontaneity over consistency, they have a chaotic
marauding kefali. The characters might track the kefali to a nearby alignment—though this doesn’t mean they make decisions by
forest—only to discover that the kefali were driven from their forest choosing randomly.
by a fearsome dragon! The PCs then have the choice of taking on Many characters are in the middle, obeying the law or following a
an entire tribe of kefali, the dragon, or both. Whatever they decide, code of conduct in many situations, but bending the rules when
their success depends on their choices and the die rolls they make the situation requires it. If your character is in the middle, they are
during play. neutral on this axis.
A single narrative—including the setup, plot, and conclusion—is
called an adventure. A series of adventures creates an even larger Good Neutral Evil
narrative, called a campaign. An adventure might take several Lawful Good Lawful Neutral Lawful Evil
sessions to complete, whereas a campaign might take months or Lawful
LG LN LE
even years!
Neutral Good True Neutral Neutral Evil
Neutral
NG N NE
Advantage/Disadvantage Chaotic
Chaotic Good
CG
Chaotic Neutral
CN
Chaotic Evil
CE
Sometimes a special ability or spell tells you that you have
advantage or disadvantage on an ability check, a saving throw, or Deity
an attack roll. When that happens, you roll a second d20 when you
Write down the deity your character worships, if any. See pages
make the roll. Use the higher of the two rolls if you have advantage,
127–134 for more about DarkEnergy deities.
and use the lower roll if you have disadvantage. For example, if
you have disadvantage and roll a 17 and a 5, you use the 5. If you
instead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage
Tech Levels
or imposes disadvantage on it, you don’t roll more than one The Tech Level (TL) describes the current technological
additional d20. If two favorable situations grant advantage, for sophistication of the game setting. A traditional fantasy setting
example, you still roll only one additional d20. that hasn’t discovered gunpowder or anything more advanced is
considered Tech Level 0 and is generally not noted with a TL score.
If circumstances cause a roll to have both advantage and
disadvantage, you are considered to have neither of them, and you TL 1 consists of a more modern setting where advancements
roll one d20. This is true even if multiple circumstances impose such as firearms and vehicles are common. The Shearing is a
disadvantage and only one grants advantage or vice versa. In TL 1 setting. TL 2 consists of more advanced, but experimental,
such a situation, you have neither advantage nor disadvantage. technology that may be aided in its creation by the use of magic.
This includes energy weapons and cybernetic enhancements.
2. Choose a Class
Step 2. Your class determines your skills and primary abilities in
the game. Are you a sneaky operative, devout templar or a mad
scientist?
3. Choose a Background
Step 3. Everybody has a history. Your background gives more
abilities and skills to your character.
5. Skill Proficiencies
Step 5. You gained serval proficiencies after picking your race,
class and background. You can use what you are now proficient in
to purchase equipment.
6. Buy Equipment
Step 6. You have a number of Barter Units available based on
your Background to make purchases from the Equipment section.
Buy weapons, armor and whatever supplies you can afford before
setting off on your adventure.
7. Choose a Faith/Philosophy
Step 7. You may choose a celestial pantheon to follow and a
specific deity to worship. This step is only required for Disciples
and some Templars. There are also other faiths and philosophies
if you do not wish to follow a pantheon.
CORE RULEBOOK | 7
ABILITY SCORES
Ability Drain
Ability drain actually reduces the relevant ability score. Modify all
skills and statistics related to that ability. This might cause you to
Six abilities provide a quick description of every creature’s physical lose skill points, hit points, and other bonuses. Ability drain can be
and mental characteristics: healed through the use of spells and with medical tools.
Each of a creature’s abilities has a score, a number that defines You usually gain advantage or disadvantage through the use of
the magnitude of that ability. An ability score is not just a measure special abilities, actions, or spells. The GM can also decide that
of innate capabilities, but also encompasses a creature’s training circumstances influence a roll in one direction or the other and
and competence in activities related to that ability. grant advantage or impose disadvantage as a result.
All players start with a base ability score of 8 for all six abilities
before adding ability augments and subtracting ability failings.
Proficiency Bonus
Characters have a proficiency bonus determined by level. Monsters
A score of 10 or 11 is the normal human average, but adventurers also have this bonus, which is incorporated in their stat blocks.
and many monsters are a cut above average in most abilities. The bonus is used in the rules on ability checks, saving throws,
A score of 18 is the highest that a person usually reaches. and attack rolls.
Adventurers can have scores as high as 20, and monsters and
divine beings can have scores as high as 30. Your proficiency bonus can’t be added to a single die roll or other
number more than once. For example, if two different rules say
Each ability also has a modifier, derived from the score and ranging you can add your proficiency bonus to a Wisdom saving throw, you
from 5 (for an ability score of 1) to +10 (for a score of 30). The nevertheless add the bonus only once when you make the save.
Ability Scores and Modifiers table notes the ability modifiers for
the range of possible ability scores, from 1 to 30. Occasionally, your proficiency bonus might be multiplied or
divided (doubled or halved, for example) before you apply it. For
To determine an ability modifier without consulting the table, example, the Operative’s Expertise feature doubles the proficiency
subtract 10 from the ability score and then divide the total by 2 bonus for certain ability checks. If a circumstance suggests that
(round down). your proficiency bonus applies more than once to the same roll,
Because ability modifiers affect almost every attack roll, ability you still add it only once and multiply or divide it only once.
check, and saving throw, ability modifiers come up in play more By the same token, if a feature or effect allows you to multiply your
often than their associated scores. proficiency bonus when making an ability check that wouldn’t
ABILITY SCORES AND MODIFIERS normally benefit from your proficiency bonus, you still don’t add
Score Modifier Score Modifier the bonus to the check. For that check your proficiency bonus is
0, given the fact that multiplying 0 by any number is still 0. For
1 -5 16-17 +3 instance, if you lack proficiency in the History skill, you gain no
2-3 -4 18-19 +4 benefit from a feature that lets you double your proficiency bonus
4-5 -3 20-21 +5 when you make Intelligence (History) checks.
6-7 -2 22-23 +6 In general, you don’t multiply your proficiency bonus for attack
8-9 -1 24-25 +7 rolls or saving throws. If a feature or effect allows you to do so,
10-11 0 26-27 +8 these same rules apply.
12-13 +1 28-29 +9
14-15 +2 30 +10
CORE RULEBOOK | 9
Working Together check when you try to accomplish tasks like the following:
• Force open a stuck, locked, or barred door
Sometimes two or more characters team up to attempt a task.
The character who’s leading the effort—or the one with the highest • Break free of bonds
ability modifier—can make an ability check with advantage, • Push through a tunnel that is too small
reflecting the help provided by the other characters. In combat,
this requires the Help action. • Hang on to a wagon while being dragged behind it
A character can only provide help if the task is one that he or she • Tip over a statue
could attempt alone. For example, trying to open a lock requires • Keep a boulder from rolling
proficiency with thieves’ tools, so a character who lacks that
proficiency can’t help another character in that task. Moreover, INTIMIDATION. When you attempt to influence someone through
a character can help only when two or more individuals working overt threats, hostile actions, and physical violence, the GM might
together would actually be productive. Some tasks, such as ask you to make a Strength (Intimidation) check. Examples include
threading a needle, are no easier with help. trying to pry information out of a prisoner, convincing street thugs
to back down from a confrontation, or using the edge of a broken
Group Checks. When a number of individuals are trying to bottle to convince a sneering vizier to reconsider a decision.
accomplish something as a group, the GM might ask for a group
ability check. In such a situation, the characters who are skilled at
a particular task help cover those who aren’t.
Attack Rolls and Damage
You add your Strength modifier to your attack roll and your
To make a group ability check, everyone in the group makes the damage roll when attacking with a melee weapon such as a mace,
ability check. If at least half the group succeeds, the whole group a battleaxe, or a javelin. You use melee weapons to make melee
succeeds. Otherwise, the group fails. attacks in hand-to-hand combat, and some of them can be thrown
Group checks don’t come up very often, and they’re most useful to make a ranged attack.
when all the characters succeed or fail as a group. For example,
when adventurers are navigating a swamp, the GM might call Carrying Capacity
for a group Wisdom (Survival) check to see if the characters can
There is no defined carrying capacity. The GM can ask to check
avoid the quicksand, sinkholes, and other natural hazards of the
your inventory at any time and will determine if you carrying a
environment. If at least half the group succeeds, the successful
realistic assortment of items. If it is decided that you are carrying
characters are able to guide their companions out of danger.
too much, you can either discard items or take an encumbrance
Otherwise, the group stumbles into one of these hazards.
penalty. The same goes for physical activities like pushing or
lifting, the GM determines if you are strong enough to perform
Using Each Ability such an activity.
Every task that a character or monster might attempt in the game
is covered by one of the six abilities. This section explains in more
detail what those abilities mean and the ways they are used in the Dexterity
game.
Dexterity measures agility, reflexes, and balance.
When you try to hide, make a Dexterity (Stealth) check. Until you • Hold your breath
are discovered or you stop hiding, that check’s total is contested • March or labor for hours without rest
by the Wisdom (Perception) check of any creature that actively
• • Go without sleep
searches for signs of your presence.
• Survive without food or water
You can’t hide from a creature that can see you, and if you make
noise (such as shouting a warning or knocking over a vase), you • Quaff an entire stein of ale in one go
give away your position. An invisible creature can’t be seen, so it
can always try to hide. Signs of its passage might still be noticed, Hit Points
however, and it still has to stay quiet.
Your Constitution modifier contributes to your hit points. Typically,
In combat, most creatures stay alert for signs of danger all around, you add your Constitution modifier to each Hit Die you roll for your
so if you come out of hiding and approach a creature, it usually hit points.
sees you. However, under certain circumstances, the Game Master
might allow you to stay hidden as you approach a creature that is If your Constitution modifier changes, your hit point maximum
distracted, allowing you to gain advantage on an attack before you changes as well, as though you had the new modifier from 1st
are seen. level. For example, if you raise your Constitution score when you
reach 4th level and your Constitution modifier increases from +1 to
PASSIVE PERCEPTION. When you hide, there’s a chance someone +2, you adjust your hit point maximum as though the modifier had
will notice you even if they aren’t searching. To determine whether always been +2. So you add 3 hit points for your first three levels,
such a creature notices you, the GM compares your Dexterity and then roll your hit points for 4th level using your new modifier.
(Stealth) check with that creature’s passive Wisdom (Perception) Or if you’re 7th level and some effect lowers your Constitution
score, which equals 10 + the creature’s Wisdom modifier, as well score so as to reduce your Constitution modifier by 1, your hit
as any other bonuses or penalties. If the creature has advantage, point maximum is reduced by 7.
add 5. For disadvantage, subtract 5.
Intelligence
For example, if a 1st-level character (with a proficiency bonus
of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in
Perception, he or she has a passive Wisdom (Perception) of 14.
Intelligence measures mental acuity, accuracy of recall, and the
WHAT CAN YOU SEE? One of the main factors in determining ability to reason.
whether you can find a hidden creature or object is how well you
can see in an area, which might be lightly or heavily obscured. Intelligence Checks
Attack Rolls and Damage An Intelligence check comes into play when you need to draw on
logic, education, memory, or deductive reasoning. The Arcana,
You add your Dexterity modifier to your attack roll and your History, Investigation, Nature, and Religion skills reflect aptitude in
damage roll when attacking with a ranged weapon, such as a certain kinds of Intelligence checks.
sling or a longbow. You can also add your Dexterity modifier to
your attack roll and your damage roll when attacking with a melee ARCANA. Your Intelligence (Arcana) check measures your ability
weapon that has the finesse property, such as a dagger or a rapier. to recall lore about spells, magic items, eldritch symbols, magical
traditions, the planes of existence, and the inhabitants of those
Armor Class planes.
COMPUTER USE. Your Intelligence (Computer Use) check
Depending on the armor you wear, you might add some or all of
measures your ability to use technology including cell phones and
your Dexterity modifier to your Armor Class.
computers.
CORE RULEBOOK | 11
(Investigation) check. You might deduce the location of a hidden
object, discern from the appearance of a wound what kind of
Spellcasting Ability
weapon dealt it, or determine the weakest point in a tunnel that Mages, Engineers and Mad Scientists use Intelligence as their
could cause it to collapse. Poring through ancient scrolls in spellcasting ability, which helps determine the saving throw DCs
search of a hidden fragment of knowledge might also call for an of spells they cast.
Intelligence (Investigation) check.
OCCULTISM. Your Intelligence (Occultism) check measures your
ability to recall lore about deities, rites and prayers, religious
Wisdom
hierarchies, holy symbols, and the obscure practices of secret Wisdom reflects how attuned you are to the world around you and
cults. represents perceptiveness and intuition.
REPAIR. Your Intelligence (Repair) check measures your ability to
fix broken objects and devices. Wisdom Checks
CRAFT. Your Intelligence (Craft) check measures your ability A Wisdom check might reflect an effort to read body language,
create anything from paintings to robots. There are my different understand someone’s feelings, notice things about the
types of crafting. A list of Crafting skills can be found below. You environment, or care for an injured person. The Animal Handling,
must be proficient in the proper skill to gain the bonus on a skill Insight, Medicine, Perception, and Survival skills reflect aptitude in
check. For example. If you wanted to create a tattoo, you would certain kinds of Wisdom checks.
not gain a proficiency bonus to your Craft: Tattoo check unless
ANIMAL HANDLING. When there is any question whether you can
you were proficient in Craft: Tattoo.
calm down a domesticated animal, keep a mount from getting
spooked, or intuit an animal’s intentions, the GM might call for
Crafting Skills a Wisdom (Animal Handling) check. You also make a Wisdom
(Animal Handling) check to control your mount when you attempt
Mechanical a risky maneuver.
KNOWLEDGE. Your Intelligence (Knowledge) check measures your SURVIVAL. The GM might ask you to make a Wisdom (Survival)
ability to recall anything from historical events, how to perform check to follow tracks, hunt wild game, guide your group through
surgery, to tactics. A list of knowledge skills can be found below. frozen wastelands, identify signs that owlbears live nearby, predict
the weather, or avoid quicksand and other natural hazards.
TREAT INJURY. A Wisdom (Treat Injury) check lets you try to
Knowledge Skills stabilize a dying companion or diagnose an illness.
Large Characters
maintain a straight face while telling a blatant lie.
PERFORMANCE. Your Charisma (Performance) check determines
how well you can delight an audience with music, dance, acting, A large character is between eight and sixteen feet tall and takes
storytelling, or some other form of entertainment. up more space than an average Medium sized character. This may
PERSUASION. When you attempt to influence someone or a group cause problems when trying to fit though doorways or tunnels
of people with tact, social graces, or good nature, the GM might build for medium sized characters. For example, a giant that gets
ask you to make a Charisma (Persuasion) check. Typically, you into a fight in a dwarven alehouse would have disadvantage due to
use persuasion when acting in good faith, to foster friendships, it being unable to move freely inside the smaller space.
make cordial requests, or exhibit proper etiquette. Examples of When playing on a grid, the large character takes up a 10x10
persuading others include convincing a chamberlain to let your ft. square instead of the usual 5 ft. for medium characters. For
party see the king, negotiating peace between warring tribes, or ranged attacks a Large creature can measure the distance from
inspiring a crowd of townsfolk. any of squares it occupies: so it effectively has an extra square
OTHER CHARISMA CHECKS. The GM might call for a Charisma of range.
check when you try to accomplish tasks like the following: Larger characters can be used as mounts by Small or smaller
• Find the best person to talk to for news, rumors, and gossip characters assuming the Large character allows it. In combat,
both characters roll normally.
• Blend into a crowd to get the sense of key topics of conversation
A Large creature is better at tactical blocking: it provides more
Spellcasting Ability cover for allies behind it, and foes path around the creature has
to divert further.
Instrumentalists, Silvertongues and some Mages use Charisma as
their spellcasting ability, which helps determine the saving throw • Two-handed melee weapons can be wielded in one hand
DCs of spells they cast. • Weapons and armor cost twice as much for large characters.
• Light weapons have disadvantage on attack rolls.
Saving Throws • Large characters are easier to hit and suffer -2 AC penalty.
• Unarmed strike might deal 5 bludgeoning damage.
A saving throw—also called a save—represents an attempt to
resist a spell, a trap, a poison, a disease, or a similar threat. You • Disadvantage on Stealth checks.
don’t normally decide to make a saving throw; you are forced to • You must use Huge or larger creatures as mounts.
make one because your character or monster is at risk of harm.
• Weapons with the “versatile” trait deal the damage given in
To make a saving throw, roll a d20 and add the appropriate ability parenthesis even if wielded in only one hand.
modifier. For example, you use your Dexterity modifier for a
Dexterity saving throw. • Cover is less effective and is downgraded by one level. Where a
Medium creature would find total cover, a Large creature might
A saving throw can be modified by a situational bonus or only receive three-quarters cover; where a Medium creature
penalty and can be affected by advantage and disadvantage, as finds three-quarters cover, a Large creature might only receive
determined by the GM. half cover; and where a Medium creature finds half cover, a Large
Each class gives proficiency in at least two saving throws. The creature might find none.
Mage, for example, is proficient in Intelligence saves. As with skill
Small Characters
proficiencies, proficiency in a saving throw lets a character add his
or her proficiency bonus to saving throws made using a particular
ability score. Some monsters have saving throw proficiencies as
well. A small character is between two and four feet tall and takes up
less space than an average Medium sized character. They can
The Difficulty Class for a saving throw is determined by the effect squeeze into smaller spaces and go unnoticed where others
that causes it. For example, the DC for a saving throw allowed would be spotted easily.
by a spell is determined by the caster’s spellcasting ability and
proficiency bonus. • Disadvantage using any weapon with the “Heavy” tag.
The result of a successful or failed saving throw is also detailed in • Small characters are harder to hit and gain +1 AC bonus.
the effect that allows the save. Usually, a successful save means • Advantage on Stealth checks.
that a creature suffers no harm, or reduced harm, from an effect.
• You can also use medium sized creatures as mounts.
• You can move through a hostile creature’s space if it is two size
categories larger than you.
CORE RULEBOOK | 13
APPEARANCE
Tiny Characters
A tiny PC weighs so little and takes up so little space that it doesn’t
cause issues to hitch a ride in a sack, shoulder, or other position
Your character’s appearance is largely up to you. Each race has an
on another PC. However, the amount of coordination required
average height, weight and age range associated with them. But
to ensure you don’t get in each other’s way or jostle each other
for their hair color, skin tone, eyes, and general appearance, that is
into losing actions makes this tactic unfavorable for most fellow
for you to decide.
adventurers during combat. If you’re riding along with another PC
or similar non-minion intelligent creature, roll both your initiatives
and use the lower of the two results. You act in either order on the
same initiative count. While traveling in this way, you each gain
Age
two actions at the start of your turn, instead of three, since they Your character’s age must be at least the minimum adult age for
spend one action keeping you balanced on their back, and you the character’s race and class (see Table Aging).
spend one action maintaining your grip.
With age, a character’s physical ability scores decrease and his
Your tiny character can enter another creature’s space, which is mental ability scores increase (see Table Aging). The effects of
important because your melee Strikes typically have no reach, each aging step are cumulative. However, none of a character’s
meaning you must enter their space to attack them. Like other tiny ability scores can be reduced below 1 in this way. A character who
creatures, you don’t automatically receive lesser cover from being reaches their maximum age dies of old age sometime during the
in a larger creature’s space, but circumstances might allow you to following year.
Take Cover. You can purchase weapons, armor, and other items
for your size with the same statistics as normal gear, except that The maximum ages are for player characters. Most people in the
melee weapons have a reach of 0 for you (or a reach 5 feet shorter world at large die from pestilence, accidents, infections, or violence
than normal if they have the reach trait). before getting to venerable age.
Size Height Range Weight Range RACE Adult Middle Age1 Old2 Venerable3 Max Age
Tiny 1 ft. - 2 ft. 1 lb. - 8 lb. Cyclops 15+ 275 500 650 +5d20
Small 2 ft. - 4 ft. 8 lb. - 60 lb. Dwarf 50+ 200 350 450 +3d20
Medium 4 ft. - 8 ft. 60 lb. - 500 lb. Elf 100+ 1,500 2,500 3,000 +10d20
CORE RULEBOOK | 15
RACES RACES AT A GLANCE
Size
Characters of most races are Medium, a size category including
creatures that are roughly 4 to 8 feet tall. Members of a few races
are Small (between 2 and 4 feet tall), Tiny (between 1 and 2 feet
Race Description tall) or Large (between 8 and 16 feet tall), which means that certain
Cyclopes One-eyed giants that have mastered the art of rules of the game affect them differently. (page 13)
crafting.
Speed
Dwarves Short and sturdy warriors with legendary toughness.
Elves Beautiful and graceful masters of the Arcane Arts.
Fairies Tiny magical beings with great mystical power. Your speed determines how far you can move when traveling
Giants Mighty brutes with superior size and strength. (“Adventuring”) and fighting (“Combat”).
Goblinoids Wicked creatures that enjoy causing pain.
Humans Innovative and tenacious survivors.
Alignment
Kefali Anthropomorphic creatures broken into numerous Most races have tendencies toward certain alignments, described
Houses based on species. in this entry. These are not binding for player characters, but
Kobolds Ingenious trap makes and ambush fighters. considering why your dwarf is chaotic, for example, in defiance
of lawful dwarf society can help you better define your character.
Orcs Fierce and powerful beasts with a strict code of
honor.
Troglodytes Mystical zealots with a thirst for power.
Proficiencies
Each race is proficient at different things. This section shows what
Racial Traits those proficiencies are for that particular race. These include,
weapons, armor and tools.
The description of each race includes racial traits that are common
Languages
to all members of that race. The following entries appear among
the traits of most races. The COMMON trait automatically comes
with that race at level 1.
There are many languages across the DarkEnergy multiverse. This
section explains what languages your character knows.
Ability Score Modifiers A few of the more common ones are listed below.
Each score starts at a base number of 8. Then you add the Ability
Augments and subtract Ability Failings to determine your Ability Major Languages
Scores. Ability Modifiers are given for Race, Class, and Background.
Common (Humans)
Ability Augment Cynoian (Cynocephali)
Increases one or more of a character’s ability scores. Each Draconic (Dragons, Kobolds)
Increase raises the ability score by +2 unless the score is already
18 or higher, then the score increases by +1. Dwarven (Dwarves)
A FREE Augment increases one score of your choice. Elioud (Ogres, Trolls, Giants, Cyclopes)
Elvish (Elves, Dryads)
Ability Failing Enochian (Celestials)
Shows what ability is negatively effaced based on race. Each Felorian (Felorans)
Failing give a -2 to that Ability Score.
Goblin (Goblinoids)
Subraces
Infernal (Devils, Demons)
Orc (Orcs)
Some races have subraces. Members of a subrace have the Primordial (Elementals)
traits of the parent race in addition to the traits specified for their
Roahttu (Ratmen)
subrace. Relationships among subraces vary significantly from
race to race and world to world. Troglodyte (Troglodytes)
Hit Points: 40
Size: Large (-2 AC)
Speed: 40 ft.
aliGnMent
Cyclops are a fairly neutral race as they prefer to spend their
time honing their skills at crafting and building. However, they do
enjoy a little chaos and their legendary talents are used by their
giant kin for various evil purposes.
treMorsense
You can detect and pinpoint the origin of vibrations within
a specific radius, provided that the monster and the source
of the vibrations are in contact with the same ground or
substance.
Proficiencies
Weapon: None Armor: None
Tools:: Smith’s tools, mason’s tools and chemistry kit .
Languages
You can speak, read, and write Common, Elvish
and Elioud. If your Intelligence is 14 or higher,
choose one additional language of your choice.
CORE RULEBOOK | 17
Cyclops Traits & Appearance Elite Crafter
Cyclops range from 8 feet to 14 feet in height, these monstrous Your gain proficiency in one crafting skill of your choice.
humanoids are known for their distinctive single eye. A cyclops is This can be taken multiple times.
usually broad shouldered and muscular, with significant quantities
of hair on it’s legs, arms and torso. The males commonly have
beards and are bald. Keen Senses
Cyclops reach adulthood around age 15 and have been to known
to live for well over 500 years. You have proficiency in the Perception and Survival skills.
Ability Failing
CHARISMA
DEXTERITY
Thick Skull
You have resistance against bludgeoning damage the first time
you take damage of that type. This can be used once per long rest.
Stone Cutter
Whenever you make an Intelligence (Knowledge) check related
to the origin of stonework, you are considered proficient in the
History skill and add double your proficiency bonus to the check,
instead of your normal proficiency bonus.
Power of Three
You have advantage on attack rolls against a creature if two other
allied cyclopes are within 10 ft. of the creature and the allies aren’t
incapacitated.
Hit Points: 10
Size: Medium
Speed: 25 ft.
aliGnMent
Most dwarves are lawful, believing firmly in the benefits of a
well ordered society. They tend toward good as well, with a
strong sense of fair play and a belief that everyone deserves
to share in the benefits of a just order.
Darkvision
Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as
if it were dim light. You can’t discern color in darkness,
only shades of gray.
Proficiencies
Weapon:: All axes, hammers, and polearms.
Armor: medium, heavy and shields.
Tools:: Your choice: smith’s tools, brewer’s supplies, or
mason’s tools.
CORE RULEBOOK | 19
Dwarf Traits & Appearance Languages
Your dwarf character has an assortment of inborn abilities, part You can speak, read, and write Common and Dwarven.
and parcel of dwarven nature. Dwarves are heavily muscled and
If your Intelligence is 14 or higher, choose one additional language
generally between four to five feet tall with all males displaying a
of your choice.
beard.
It is common practice for the beards to be braided and ornamented
to show their clan and status. Female dwarves have long hair and
when they are called to battle, they tie their hair under their chin TL 2 Variant: Steam Dwarf
so when they have a helm on they are indistinguishable from their
male counterparts. After the Shearing, some injured dwarves on Earth used
archaic steam technology combined with magical runes to
Dwarves mature at the about the same rate as humans, but they’re build new limbs to replace lost appendages. The mechanical
considered young until they reach the age of 50. On average, they parts became so popular among the dwarves that some even
live about 350 years. purposefully removed fully-functioning limbs for the sole
purpose to be fitted with a mechanical replacement. These
ability auGMent ‘Steam Dwarves’ have become a sub-class of dwarf society.
CONSTITUTION
FREE
ability failinG
CHARISMA
Subraces
There are two major clans of dwarves. The Hill Clans and the
Mountain Clans. Both have common characteristics of their
shared dwarven ancestry. They have marked differences that may
be unnoticeable to other races but are vastly apparent to other
dwarves.
Hill Clans
Also known as the Kingdom Above, the Hill Clans reside near the
surface and most of their settlements are equal parts above and
below ground. They are generally taller and have a variety of skin
colors compared to their Mountain Clan counterparts. Wearing
chainmail and wielding spears, axes and round shields, hill clan
dwarves are referred to as short vikings by many humans.
ability auGMent
WISDOM
Mountain Clans
Also known as the Empire Below, the Mountain Clans live deep
beneath the surface in vast networks of cavernous cities. They
are renowned for their stonecutting skills and advanced smithing
techniques. Many Mt. Clan dwarves wear heavy plate armor and
wield hammers and pick axes in battle.
ability auGMent
STRENGTH
Immovable
You have advantage on saving throws against being knocked
back, tripped or shoved. Effects only move half distance.
Giantsbane
You gain advantage on attack rolls when attacking any creature
size Large or bigger.
Travel Lore
You can’t get lost.
Heavy Expert
You don’t take any movement penalty for wearing heavy armor
or shields.
Dwarven Toughness
You have resistance against bludgeoning, slashing or piercing
damage the first time you take damage of one of those types.
This can be used once per long rest.
CORE RULEBOOK | 21
ELVES
The Elves, or Aos Si,, are a race of ancient and extremely magical
beings. They primarily worship their Olympian gods but also
have a deep love and understanding of Mother Nature. On their
homeworld of Gaea, the elves are separated by three continents
and countless island city/states that each host a unique culture,
dwellings, and chosen natural element. They are widespread in
the places that they live, and have varying cultures. Many elves
build elegant shining cities and towers, while others dwell in
natural villages deep in beautiful forests. Many more dwell in deep
caverns of astounding natural beauty or by the tranquil seas.
Elves are creatures of magic. It is part of them, infused in their very
cells. That is the reason for their extended life spans. They are the
greatest known practitioners of The Art.
Elves love and revere the natural world, and this, combined with
their expansive life spans, enables them to perceive much in the
natural world that blundering humans could ever hope to. Many
an elf is happiest listening to the music of the waves or singing in
forest glades beneath the skies.
Despite their extraordinarily long life spans, elves are highly
emotional; elves feel emotions far deeper than other races, and
are easily moved to the strongest of emotions. They swiftly react
against threats to their homes or their allies. Elves are considered
by many to be the greatest bastion against evil, as they are known
to rise to the defense of the suffering far more than any other race.
Hit Points: 6
Size: Medium
Speed: 30 ft.
aliGnMent
Elves love freedom, variety, and self expression, so
they lean strongly toward the gentler aspects of chaos.
They value and protect others’ freedom as well as their
own, and they are more often good than not. The
shadow elves are an exception; their exile has
made them vicious and dangerous. Shadow
elves are more often evil than not.
Darkvision
Accustomed to twilight forests and the
night sky, you have superior vision in
dark and dim conditions. You can see
in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Proficiencies
Weapon:: longsword, arming sword, shortbow, and longbow.
Armor: light and medium
Tools:: Your choice: chemistry kit, jeweler’s tools, or thieves’ tools.
ability auGMent After resting in this way, you gain the same benefit that a human
does from 8 hours of sleep.
INTELLIGENCE
Wood Elf
The Wood Elves are the guardians of nature and have mastered
elemental magic. Ruled by the Druids, the elves of the woods seek
to preserve the natural world at all costs and desire balance in all
things.
ability auGMent
STRENGTH
CORE RULEBOOK | 23
Elf Race Traits High Elf Magic
Prerequisite: High Elf
COMMON: Magical Ancestry You learn the power of arcane magic. You learn one arcane cantrip
of your choice. You learn Detect Magic and can cast it at will,
You have immunity against being charmed, and magic can’t put without expending a spell slot. You also learn Levitate and Dispel
you to sleep. Magic, each of which you can cast once without expending a spell
slot. You regain the ability to cast the spell in this way when you
finish a long rest. Intelligence is your spellcasting ability for these
Keen Senses spells.
Fleet of Foot
to cast the spell in this way when you finish a long rest. Charisma
is your spellcasting ability for these spells.
Your base walking speed increases to 35 feet.
Arcane Spell Impunity
Mask of the Wild You have advantage on saving throws against arcane spells, and
you have resistance against force and psychic damage.
You can attempt to hide even when you are only lightly obscured
by foliage, heavy rain, falling snow, mist, and other natural
phenomena.
Divine Spell Impunity
Superior Darkvision (Shadow Only)
Prerequisite: Good Alignment
You have advantage on saving throws against divine spells, and
Your darkvision has a radius of 120 feet. you have resistance against radiant damage.
Elven Accuracy
and you have resistance against fire, cold and electrical damage.
Hit Points: 1
Size: Tiny (+2 AC)
Languages
Speed: 20 ft. You can speak, read, and write Common and Elvish
If your Intelligence is 14 or higher, choose one additional language
aliGnMent of your choice.
Fairies are chaotic, and are almost never evil.
Darkvision Proficiencies
You can see in dim light within 60 feet of you as if it were bright Weapon: Sling, Blowgun
light, and in darkness as if it were dim light. You can’t discern color Armor: None
in darkness, only shades of gray.
Tools: One tool of your choice.
CORE RULEBOOK | 25
Fairy Traits & Appearance Fairy Race Traits
Fairies are tiny humanoids that are only around 1-2 feet tall. They
are mischievous and enjoy playing tricks on the larger races. Their
hair can be any color, sometimes even multiple colors. Their skin COMMON: Undying
and eyes also can by any variety of color depending on the type
Fairies never stay dead. No effect can prevent a fairy from
of fairy.
resurrecting in this way. When a fairy dies if they are not resurrected
Fairy’s mature quickly, reaching adulthood around age 2. They within 48 hours, the fairy is reborn at the nearest Fairy Ring with
never grow old. 1 HP.
ability auGMent
Spirited
INTELLIGENCE
You have advantage on saving throws against being charmed, and
DEXTERITY magic can’t put you to sleep.
ability failinG
STRENGTH Hidden
CONSTITUTION Your tiny body allows you to effortlessly hide behind nearly
anything. You are proficient in the Stealth skill.
Subraces Mounted
There are countless types of fairies and they are all very shy.
Most stay close to the safety of a Fairy Ring but a few do like to Choose one Small beast with a challenge rating of 1/4 or lower
occasionally go on adventures and cause mischief. Three of the and a Strength score of at least 6. This beast is treated as a trained
more outgoing fairies are pixies, leprechauns and gnomes. mount and comes equipped with a riding harness and saddle.
For each second level you gain, your animal companion gains an
additional hit die and increases its hit points accordingly.
Pixie
The pixie is what most people think of when they picture a fairy. Fairy Wings
They resemble tiny elves and some have wings, but not all of them.
Prerequisite: Pixie
ability auGMent You have a set of insect-like wings of your choosing, granting you
a flying speed of 30 feet and can hover. Your wings can carry you
FREE no higher than 30 feet, and you cannot fly in Heavy armor.
Gnome
Gnomes are ingenious fairies that live almost exclusively
Fairy Magic
underground and are known to guard underground treasures. You know the druidcraft and faerie fire spells. You can cast faerie
They are more study than typical fairies with broad facial features, fire without expending a spell slot, and you must finish a long rest
almost like tiny dwarves, but prettier. before you can cast it this way again. You can also cast this spell
using any spell slots you have. Your spellcasting ability for these
ability auGMent spells is your choice of Intelligence, Wisdom, or Charisma.
WISDOM
Hit Points: 50
Size: Large (-2 AC) Proficiencies
Weapon: Club Armor: None Tools: None
Speed: 40 ft.
aliGnMent
Languages
You can speak, read, and write Common and Elioud
Giants tend toward evil when under the influence of a nephilim
or Muspell, but left to their own devices, they are generally more If your Intelligence is 14 or higher, choose one additional language
neutral. of your choice.
CORE RULEBOOK | 27
Giant Traits & Appearance Giant Race Traits
Your elioud (giant) character has certain traits deriving from your
giant ancestry. Giants are solitary beings that can range in height
anywhere from 8-16 ft. tall. COMMON: Icy Life
Elioud mature slower than humans, reaching adulthood well after You gain resistance to Cold damage.
the age of 300. They age noticeably slower and are believed to be
immortal.
Giants look like enormous humans but an elioud will eventually Rock Catching
take on the appearance of its surroundings if it remains in one
If a rock or similar object is hurled at you, you can, with a
area for an extended period of time.
successful DC 10 Dexterity saving throw, catch the missile and
take no bludgeoning damage from it.
Ability Augment
STRENGTH
Fearless
CONSTITUTION
You receive a +2 bonus to saving throws against fear effects.
Ability Failing
INTELLIGENCE Amphibious
DEXTERITY You can breathe air and water.
Fire Giants
Strength modifier, bludgeoning damage.
These elioud were saved by the Muspell and have given these evil
Jotun their loyalty. They prefer to live in hot places like volcanoes
Immovable
and they take pleasure in causing other creatures pain. You have advantage on saving throws against being knocked
back, tripped or shoved. Effects only move half distance.
Ability Augment
FREE Heavy Expert
Frost Giants
You don’t take any movement penalty for wearing heavy armor or
shields.
FREE
Darkvision
You have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
CORE RULEBOOK | 29
tactics and discipline, and can carry out sophisticated battle plans
Goblinoid Traits & Appearance under the direction of a strategically minded leader.
Hit Points: 10
identifiable by their red hair, small size and large heads.
Gremlins are the smallest goblinoid, they look like tiny goblins with
wide mouths with rows of needle-like teeth.
Goblinoids mature faster than humans, reaching adulthood around Size: Medium
age 6. They age noticeably faster but their lifespan is unknown
due to their brutal lifestyle and tendency toward violence. Ability Augment
STRENGTH
Ability Augment
CONSTITUTION
Kijimuna
FREE
Unlike all other goblinoids the kijimuna are not evil but rather
Ability Failing mischievous tricksters with a chaotic nature. They live in trees
and prefer to be near running water or the ocean as their favorite
INTELLIGENCE food is fish.
COMMON: Ambusher
Charisma is your spellcasting ability for this spell.
You have advantage on attack rolls against any creature that you
have surprised. .
Retreat
When using the disengage action, difficult terrain doesn’t cost you
Martial Advantage
extra movement on that turn.
Once per turn, you can deal an extra 2d6 damage to a creature you
hit with a weapon attack if that creature is within 5 ft. of an ally
Vile Resistance
that isn’t incapacitated. You have advantage on saving throws against poison and
diseases, and you have resistance against poison damage.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can
Almost Fire Proof
roll one of the weapon’s damage dice one additional time and add You have set yourself on fire so often you’ve gotten used to it.
it to the extra damage of the critical hit. You have resistance against fire damage the first time you take
damage of that type. This can be used once per short rest.
Martial Training
You are proficient with two martial weapons of your choice and
Swimmer
with light armor. You have a swimming speed of 25 feet.
CORE RULEBOOK | 31
HUMAN
Humans are by far the most technically advanced race but
they are also the furthest behind in terms of divine intervention
and magical knowledge. Human culture developed with many
influences by other races that had traversed the Veil and arrived
on Earth thousands of years before the Shearing.
When the Veil began to harden, the other races retreated back to
their homeworlds. With the hardening of the Veil, magic was cut
off from Earth and prayers to the gods went unanswered. With no
magic, humans progressed along a different path than the races
that still had access to magic. As the centuries passed, human
technology advanced and they developed firearms, vehicles and
computers.
Humanity resided in ignorant bliss of their magical past until a
malfunction at the Large Hadron Collider tore the Veil apart and
opened rifts that returned magic and monsters to an unprepared
Earth.
Now, humanity fights for its very survival.
Hit Points: 8
Size: Medium
Speed: 30
aliGnMent
Humans tend toward no particular alignment. The best and the
worst are found among them.
Languages
1 Human language of your choice. If your Intelligence is 14 or
higher, choose one additional language of your choice.
Proficiencies
Weapon: simple weapons
Armor: light and medium
Tools:: Your choice: gaming set, first aid kit, or climbing gear.
TL 2 Variant: Bionic
After the Shearing, human technology exploded with the
addition of magic to make more advanced cybernetics and
mechanical enhancements. People that embraced this new
cyber-tech and upgraded their bodies with it have become
known as ‘Bionics’.
Prodigy
You have become proficient with one weapon of your choice, one
tool proficiency of your choice and one language of your choice.
Skillful
You become proficient in two skills of your choice or gaining +2 in
two skills you already have.
Vanity Mutation
You gain one cosmetic mutation of your choice.
Special: You can select this trait multiple times, choosing a
different mutation each time.
Ego
You have advantage on saving throws against mental effects that
attempt to control your actions.
Part-Human
You are part human and part a race of your choice. Choose one
Race Trait from the other race’s list.
Special: You can select this trait multiple times, choosing a
different trait each time.
CORE RULEBOOK | 33
KEFALI
The kefali are an ancient and powerful race of animal-like beings
whose empire once encompassed numerous worlds. They
are divided into powerful Houses based on their species. The
kefali are constantly struggling for control of the Seven Cities
of Gold that are the religious and cultural pillars of their mighty
civilization.
When their gods revealed The Veil Between Worlds
to the kefali, they boldly strode forth from their
homeworld of Nibiru to realms unknown.
They began conquering in the name of the
Ma’at in an effort to establish Order
throughout the universe. Centuries of war
resulted in a mighty empire that was
without equal, and they counted
themselves Masters of the
Multiverse.
Then disaster struck when they encountered the
elves and were handed their first major defeat.
Then (near two thousand years before the Shearing)
the Veil began to mysteriously harden and the kefali
were forced togive up their claimed worlds or be trapped forever.
Despite their mastery of the Veil, nothing they tried could stop
its closing and the heart of their civilization was torn out by this
catastrophe. Over the years the idea of traveling to other worlds
has become nothing more than a fairy tale to most kefali. But
not all have forgotten.
Once the name kefali was feared across the universe. Now
that the Shearing has shattered the Veil, it shall be again!
COMMON: Predatory Instincts You gain a +1 bonus on Climb checks. You also gain a +1 bonus on
Stealth checks while climbing.
You have proficiency in the Perception and Stealth skills.
Instinct
Fearsome Roar In any combat in which you act during the surprise round, you gain
You can roar and expend your Attack Action to force each creature a +3 bonus on your initiative check.
of your choice within 30 feet of you to make a Wisdom saving throw
Cat-Scratch Fever
(DC 8 + your proficiency bonus + your Charisma modifier). A target
automatically succeeds if it can’t hear or see you. On a failed save,
a target becomes frightened for 1 minute. If the frightened target
takes any damage, it can repeat the saving throw, ending the effect Perquisite: Feloran, Claw
on itself on a success. Your claw attack deals an additional 1d4 persistent poison
damage.
Bite
Rabies
As a Bonus Action, your bite can be used as a melee weapon
attack. It does 2d4 + Strength modifier, piercing damage. Perquisite: Bite
Your bite attack deals an additional 1d4 persistent poison damage
Claw and cause the sickened 1 condition.
As a Bonus Action, your claws are natural weapons, which you can
use to make unarmed strikes if you are unarmed. They do 1d4 + Superior Pack Mentality
Strength modifier, slashing damage.
Perquisite: Cynocephali, Pack Mentality
Your attacks deal 1d6 extra damage to a creature within reach of
Multi-attack one of your allies.
Catlike Grace
Perquisite: Feloran
When you move on your turn in combat, you can double your speed
until the end of your turn. Once you use this Trait, you can’t use it
again until you move 0 feet on one of your turns.
Pack Mentality
Perquisite: Cynocephali
You have advantage on attack rolls against a creature if at least
one of your allies is within 5 ft. of the creature and the ally isn’t
incapacitated.
Thick Fur
Your fur is dense and protective, you gain +1 AC.
CORE RULEBOOK | 35
CYNOCEPHALI
Canis
House Canis is the largest and most diverse family of Cynocephali.
They claim their lineage from the honorable dog and their Dog
The Cynocephali or Cyno are a powerful race of dog-like kefali. Soldiers make up the backbone of every Cyno Army.
They are governed by the Canine Council and the Pack Master who
rules from the golden city of Cibola in the heart of Lemuria.
Hit Points: 8
Ability Augment
CHARISMA Size: Medium
FREE Ability Augment
Ability Failing CONSTITUTION
INTELLIGENCE
Languages Leetayo
House Leetayo is the most spiritual family of Cynocephali. They
You can speak, read, and write Common and Cynoian.
claim their lineage from the devout fox.
If your Intelligence is 14 or higher, choose one additional language
Hit Points: 6
of your choice.
Subraces Jogal
There are four Great Packs within House Cyno, they are House
Warg, House Canis, House Leetayo and House Jogal. Each family House Jogal is the smallest and most secretive family of
has smaller subspecies within it that are not listed here. Cynocephali. They claim their lineage from the sly jackal and
prefer to stay in the shadows.
Size: Medium
Ability Augment
STRENGTH
Languages Miw
You can speak, read, and write Common and Felorian. House Miw is the largest and most diverse family of Feloran that
claim their lineage from the assertive cat.
If your Intelligence is 14 or higher, choose one additional language
of your choice.
Hit Points: 4
Proficiencies Size: Small (+1 AC)
Weapon: Sickle sword, Whip
Armor: Light, Medium
Ability Augment
Tools: Your choice: poisoner’s kit, tinkers’s tools, or forgery kit. INTELLIGENCE
Subraces
There are five Prides within House Feloran, they are House Asad,
Pardus
House Jolbar, House Miw, House Pardus and House Lynce. Each House Pardus is a varied family of Feloran that claim their lineage
family has smaller subspecies within it that are not listed here. from the mysterious panther.
Hit Points: 8
Asad
House Asad is the dominant family in Feloran society and they
Size: Medium
claim their lineage from the noble lion.
Ability Augment
Hit Points: 10 WISDOM
Size: Medium
Ability Augment Lynce
House Lynce is a small family of Feloran that claim their lineage
STRENGTH
from the solitary lynx.
Hit Points: 8
Size: Medium
Ability Augment
INTELLIGENCE
CORE RULEBOOK | 37
KOBOLD
Kobolds are small reptilian humanoids. They are ingenious As a species, kobolds are very cautious and prefer to fight with
survivors that defend their warrens with overlapping layers of surprise and ambushes. Laying traps and swarming a confused
devious traps. Most kobolds are scavengers and thieves and are enemy is the hallmark of a kobold battle plan. They generally stay in
regarded as miscreants to most other humanoids but kobolds do their own communities either underground or in remote locations
not care what other races think of them. They know that they have but sometimes a kobold will leave the safety of the warren to find
are the vessels of true draconic power, for they are descended power, treasure or on a holy quest from their patron dragon.
from dragons.
Kobolds are aggressive, tribal creatures that live in dark forests or
Kobolds are meek and subservient around powerful creatures but subterranean caverns. They can be found on multiple worlds and
become bold and adventurous once they secure a powerful patron have no known homeworld. However, the more dragons there are
like a dragon or some other source of supernatural power. When on a given world, the more kobolds you are likely to encounter.
they have a dragon overlord, they are zealous adherents to the will
of the dragon and see the dragon as a deity. They will do anything
for their dragon ‘god’.
Hit Points: 4
Size: Small (+1 AC)
Speed: 30 ft.
aliGnMent
Kobolds worship dragons as gods and as such, they
tend to be lawful in their servitude. How good or evil
they behave greatly depends on the dragon that they follow.
Darkvision
You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Proficiencies
Weapon: Dagger
Armor: Medium
Tools: Thieve’s tools.
Languages
You can speak, read, and write Common and Draconic
If your Intelligence is 14 or higher, choose one additional language
of your choice.
Horn Attack
You gain a Bonus Action that acts as an unarmed attack with your
head that deals 1d4 piercing damage.
Retreat
When the odds are against you, at least you can trust your legs.
When using the disengage action, difficult terrain doesn’t cost you
extra movement on that turn.
Bite
As a Bonus Action, your bite can be used as a melee weapon
attack. It does 1d4 + Strength modifier, piercing damage.
Claw
As a Bonus Action, your claws are natural weapons, which you can
use to make unarmed strikes if you are unarmed. They do 1d4 +
Strength modifier, slashing damage.
Trap Expert
You have advantage on identifying, setting, and disarming traps.
CORE RULEBOOK | 39
ORCS
The orcs are a powerful race of ferocious beasts who where
thought to be extinct after a brutal war with the dwarves. It is
discovered during the Shearing that the orcs are not only alive,
but originate from a world of their own. Little is known about the
orc’s homeworld of Kimon. What is known is that at some point
in the ancient past, the noble orc civilization fell under the sway
of demons and have been bound to their hellish overlords ever
since. However, a few tribes escaped being enslaved and now
live in hunted exile. Kimon is divided into numerous
warring shogunates all vying to sit upon the Jaaku Throne.
Orcs are easily identifiable by their green skin, lacquered
armor, wide helmets, elaborate crests and legendary
katanas. The mightiest of these weapons are the mythical
Soul Swords. Made of the metal tamahagane and infused with
demonic energies, an orc Soul Sword can cut through nearly
any material. Only powerful enchantments and Dwarf Steel
can withstand their bite.
The orcs have a unique ability called the
Saikikku Bond which allows them to force a
psychic connection upon each other and even other
humanoid creatures. Using fear and intimidation, an
orc can force their will upon another and bind them as a
henchman. Orc armies are comprised of a chain of
psychically bonded units that all lead back to the warlord.
This allows orc forces to be commanded nearly instantaneously
across vast distances all by one individual. The lone drawback
to this form of control is that should the warlord be killed, the
psychic backlash stuns all connected troops. This is rarely a
concern however because the warlords are generally monstrous
half-demon Oni, like Warlord Stormtusk who attacked the city of
Pittsburgh during the Shearing.
Hit Points: 10
Size: Medium
Speed: 30 ft.
aliGnMent
Due to the vast majority of orcs being enslaved to demonic
overlords, orcs tend toward evil but they are not inherently evil by
nature and can be of good alignment, although this is rare.
Darkvision
You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
TL 2 Variant: Cyborc
Proficiencies After the Shearing, many orcs embraced human technology
Weapon: Katana, Nunchaku and used it to fabricate mechanical upgrades for themselves.
Armor: Medium and Heavy These cybernetically enhanced orcs or ‘Cyborcs’ are a rapidly
growing subset of the orc species.
Tools: Your choice: thieve’s tools or poisoner’s kit,
The ferocious green orc is the perfect warrior, strong, fast, cunning
and ruthless. The most populous tribe, there are so many green
Tusk Attack
orcs that many other races don’t realize that there are any others You gain a Bonus Action that acts as an unarmed attack with your
types. jaws that deals 1d8 + Strength modifier piercing damage.
ability auGMent
CONSTITUTION
Saikikku Bond
As an action, you can choose one injured humanoid creature
Red Tribes
within 30 ft. of you and attempt to intimidate it into accepting
your control. The creature can resist your bond with either an
Intelligence or Charisma saving throw against your Intimidation
Oni are larger and more violent than even their green cousins. check.
They are the descendents of ancient green orcs that mated with
demons and have developed into a unique species of orc. If the target accepts the bond, it becomes your follower and will
attempt to adhere to any orders you give it. You always know the
ability auGMent creature’s location, unless on a different world.
This bond is permanent and lasts until either you or the bonded
WISDOM creature dies. If you are killed, the bonded creature is still alive, it
is Stunned for one round.
Black Tribes Special: You can select this trait multiple times, allowing you to
control an additional humanoid creature each time.
Stained through countless generations of assassinations and dark
Blade Master
magics, the most feared and mysterious tribe are the black orcs.
ability auGMent You can wield two-handed weapons with one hand.
INTELLIGENCE
Orcish Skin
Languages You have resistance against ballistic, slashing or piercing damage
You can speak, read, and write Common and Orc the first time you take damage of one of those types. This can be
used once per long rest.
CORE RULEBOOK | 41
TROGLODYTE
Troglodytes are reptilian humanoids with distinctive, spiny
crests running down their backs from head to tail and thick furry
forearms. Despite their seeming primitive nature, troglodyte
society is one of the oldest of the intelligent races. Their empire
once stretched across multiple worlds and ancient ruins can be
found both above and below ground. The only civilization that can
be dated with certainty as being older than the troglodytes is that
of the prehistoric O’Saurs.
The troglodytes were once masters of the many worlds they
conquered and kept the other races as slaves. However, as time
went on, the troglodytes
stopped innovating and were
eventually surpassed by the
other races. Today, they are
considered barely more than
savages by more advanced
races. This belief is somewhat
in error as the troglodytes have
an advanced class structure and
society that merely seems primitive
to outsiders. This is due to the
troglodytes secretive nature and
distrust of other races.
Religion and magic are the driving
forces of troglodyte society and each
clan is lead by either a high priest or
powerful sorcerer. Brute strength is a
staple for troglodyte warriors but it
is through intelligence that real
power is attained. Demon worship is
the most common spiritual practice
but some troglodyte clans do
worship neutral or even good
aligned deities.
Troglodytes remember that they
were once the masters of many
worlds and now that the
Shearing opened the path to
more worlds they
seek to be so again.
Speed: 30 ft.
Stench
aliGnMent Any creature other than a troglodyte that starts its turn within 5
Troglodytes are naturally lawful neutral in their own community feet of you must succeed on a DC 12 Constitution saving throw
but generally they tend toward chaos and evil when outside or be poisoned until the start of the creature’s next turn. On a
troglodyte society. successful saving throw, the creature is immune to the stench of
all troglodytes for 1 hour.
Darkvision
You have superior vision in dark and dim conditions. You can see
in dim light within 60 feet of you as if it were bright light, and in
Bite
darkness as if it were dim light. You can’t discern color in darkness, As a Bonus Action, your bite can be used as a melee weapon
only shades of gray. attack. It does 2d4 + Strength modifier, piercing damage.
Languages Claw
You can speak, read, and write Common and Troglodyte As a Bonus Action, your claws are natural weapons, which you can
If your Intelligence is 14 or higher, choose one additional language use to make unarmed strikes if you are unarmed. They do 1d4 +
of your choice. Strength modifier, slashing damage.
Proficiencies Multi-attack
Weapon: Sling, Spear Armor: None Tools: Chemistry Kit Perquisite: Bite, Claw
As a Bonus Action, you make three attacks, one bite attack and
A troglodyte stands about five feet tall, weighs about 150 pounds,
and has an appearance resembling a lizard. They are usually
Scaly Hide
covered in grey-green scales with thick fur on their forearms. They When you aren’t wearing armor, your AC is 11 + your Dexterity
have large webbed feet and are slightly bow-legged. Troglodytes modifier. You can use your natural armor to determine your AC
sport a spiny crest that runs from the top of their head to the end if the armor you wear would leave you with a lower AC. A shield’s
of their tail. A large hairy brow protrudes above reptilian eyes. They benefits apply as normal while you use your natural armor.
usually wear strips of leather that carry a variety of weapons and
tools.
Troglodytes mature faster than humans, reaching adulthood Tail
around age 12. They may live longer than 50 years.
As a Bonus Action, your tail is natural weapon, which deal 1d8+
ability auGMent Strength modifier, bludgeoning damage on a hit.
INTELLIGENCE
Hurl Flame
DEXTERITY
You know the fire bolt cantrip. Charisma if your spellcasting ability
FREE for this spell.
ability failinG
CHARISMA Enchanted Tattoo Artist
You have advantage on all Craft: Tattoo checks.
CORE RULEBOOK | 43
CLASSES
The rules within each class allow you to bring a wealth of
character concepts to life. Perhaps you want to create a brilliant
but scatterbrained Mage who can rattle off complex components
for arcane items but has trouble remembering his phone number.
Or perhaps you want your character to be a chainsaw wielding
woman who can heal allies with a touch. Maybe they’ll be a
grumpy Engineer who creates a horde of robotic servants to do
their bidding. The choices you make for your character within their
class—such as a Disciples choice of deity, a Solider’s choice of
weapon, or a Psionic’s mental acuity—bring these visions to life
within the context of the rules and the world.
Each entry contains the information you need to play a character
of that class, as well as to advance them from their humble
beginnings at 1st level to the dizzying heights of power at 20th
level. In addition to the class entries, you might need to reference
the following sections, which detail additional character options
and how to advance your character in level.
Leveling Up tells you how to make your character stronger when
you get enough Experience Points to reach a new level.
Animal Companions and Familiars provides rules to create an
animal companion or a familiar to share your adventures with. You
CLASSES AT A GLANCE
Class Description Primary Ability Armor & Weapon Proficiencies
Berserker A wild fighter who uses any weapon at hand while Strength Light and medium armor, shields, simple and
raging to overwhelm enemies. martial weapons
Disciple A devout religious follower able to wield the divine Wisdom Light and medium armor, shields, simple
powers of their god. weapons
Druid A protector of the natural world that can change Wisdom Light and medium armor, shields, clubs, daggers,
shape to fit their needs. darts, javelins, maces, quarterstaffs, sickles,
slings, spears
Engineer A mechanical craftsman that can build mighty Intelligence Light and medium armor, shields, simple
turrets and all manner of hazardous devices. weapons, longarms and sidearms
Instrumentalist An inspiring musician that can play the music of Charisma Light armor, simple weapons, hand crossbows,
creation or a ballad of destruction. longswords, rapiers, arming swords
Mad Scientist An eccentric genius that can make everything Intelligence Light armor, simple weapons, sidearms
including mutagen serums, deadly contagions,
advanced bombs and healing pharmaceuticals.
Mage A spellcaster with all the powers of the arcane at Intelligence Daggers, darts, slings, quarterstaffs, light
their fingertips. crossbows
Martial Artist A martial arts master that has achieved perfect Dexterity & Simple weapons, arming swords
mind-body connection. Wisdom
Modern Soldier A modern warrior, skilled in firearms and all forms of Dexterity & All armor, simple and martial weapons, longarms
combat. Strength and sidearms
Operative A agent that uses stealth and deceit to overcome Dexterity Light armor, simple weapons, hand crossbows,
their enemies. longswords, rapiers, arming swords, sidearms
Psionic A gifted individual with unlimited psychic potential Intelligence Simple weapons, sidearms
and can manipulate their surroundings with a
thought.
Sharpshooter An expert killer that uses distance to their Dexterity & Light and medium armor, shields, simple and
advantage. Wisdom martial weapons, longarms
Silvertongue An eloquent and persuasive speaker that can Charisma Simple weapons, sidearms
convince anyone to do anything.
Templar A fighter that gives their sacred oath to their Strength & All armor, shields, simple and martial weapons
hallowed cause. Wisdom
Warrior A master of physical combat that is skilled in all Strength & All armor, shields, simple and martial weapons
types of weapons and armor. Dexterity
Playing the Class Your proficiency bonus can’t be added to a single die roll or other
number more than once. For example, if two different rules say
The first section of each class describes the interests and you can add your proficiency bonus to a Wisdom saving throw, you
tendencies typical of that class, as well as information on how nevertheless add the bonus only once when you make the save.
others view them. This can help inspire you as you determine your
Occasionally, your proficiency bonus might be multiplied or
character’s actions and define their personality, but you aren’t
divided (doubled or halved, for example) before you apply it. For
obligated to play your character as this section describes.
example, the operative’s Expertise feature doubles the proficiency
bonus for certain ability checks. If a circumstance suggests that
Class Features your proficiency bonus applies more than once to the same roll,
you still add it only once and multiply or divide it only once.
This section presents all the abilities the class grants your By the same token, if a feature or effect allows you to multiply your
character. An ability gained at a higher level lists the required proficiency bonus when making an ability check that wouldn’t
level next to the ability’s name. All classes include the class normally benefit from your proficiency bonus, you still don’t add
features detailed below, and each class also gets special class the bonus to the check. For that check your proficiency bonus is
features specific to it. Many class features require you to choose 0, given the fact that multiplying 0 by any number is still 0. For
between options. Unless the specific ability states otherwise, such instance, if you lack proficiency in the History skill, you gain no
decisions can’t be changed. benefit from a feature that lets you double your proficiency bonus
when you make Intelligence (History) checks.
Hit Points In general, you don’t multiply your proficiency bonus for attack
rolls or saving throws. If a feature or effect allows you to do so,
these same rules apply.
This section tells you how many Hit Points your character gains
from their class at each level. To determine your character’s If your character is not proficient in something, you add a
starting Hit Points, add together the Hit Points they got when you proficiency bonus of +0 when attempting a check or calculating a
chose their race and the amount listed in this entry, which equals DC related to that statistic.
your Constitution modifier plus a fixed number. If your character has a negative proficiency, or takes a penalty, you
Classes that intend for characters to rush into battle with weapons subtract that number from your roll.
bared gain a higher number of Hit Points each level, while those for
characters who cast spells or engage in trickery gain fewer.
Each time your character gains a level, they increase their
Saving Throws
maximum Hit Points by the amount listed in this entry. Each class gives proficiency to at least two saving throws.
Proficiency in a saving throw allows you to add your character’s
CORE RULEBOOK | 45
proficiency bonus to saving throws made using a particular ability an ability score increases it by 1 if it’s already 18 or above, or by 2
score. if it starts out below 18.
Race Traits
Skills This section serves as a reminder of the race traits your character
This section gives you options on what skills you can choose to be gains at 5th, 9th, 13th, and 17th levels.
proficient in. You gain a proficiency bonus based on your level for Race traits are detailed in each race entry.
every skill that you are proficient in.
If your class would make you proficient in a skill you’re already
trained in (typically due to your background), you gain a +2 bonus
to that skill.
If your character is not proficient in something, you add a
proficiency bonus of +0 when attempting a check or calculating a
DC related to that statistic.
If your character has a negative proficiency, you subtract that
number from your roll.
Starting Equipment
This section is a reminder to purchase your starting equipment
and explains that the amount of BUs available to spend depends
on your background.
Advancement Table
This table summarizes the feats, skill increases, ability boosts, and
other benefits your character gains as they advance in level. The
first column of the class table indicates a level, and the second
column lists each feature your character receives when they reach
that level. The 1st-level entry includes a reminder to select your
racial trait and background.
Class Feats
This section specifies the levels at which your character gains
class feats—special feats that only members of that class can
access. Class feats are granted beginning at 1st or 2nd level,
depending on the class. Specific class feats are detailed at the
end of each class entry.
General Feats
This section specifies the levels at which your character gains
general feats. Most classes grant a general feat at 3rd level and
every 4 levels thereafter. At each of these levels, you can select
any general feat as long as your character qualifies for it. More
information can be found in Feats.
Skill Proficiency
This section specifies the levels at which your character can
increase their proficiency rank in a skill called Skill Prof. At 2nd
level and every even-level thereafter, most classes grant a skill
increase, though operative’s gain them more often.
Your character can use a skill increase to either become proficient
in one skill in which they’re not proficient or gain +1 in one skill in
which they’re already proficient.
Class Features
As a berserker, you gain the following class features.
Hit Points
12 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Berserker level thereafter.
Ability Augment
STRENGTH
8 FREE
Proficiencies
Armor:: Light armor, shields
Weapons:: Simple weapons, martial weapons
Tools:: None
Saving Throws
Strength, Constitution
Skills
Choose two from Animal Handling, Athletics, Intimidation, Nature,
Perception, and Survival
Starting Equipment
The equipment you start with is purchased at the end of
character creation. The amount of Barter Units (Bu) that you
have available to purchase with is determined by your
background.
CORE RULEBOOK | 47
aren’t wearing heavy armor:
BERSERKER
Level Proficiency Feats Rages Rage • If you are able to cast spells, you can’t cast them or concentrate
Bonus Damage on them while raging.
1st +2 Background, Rage, 2 +2 Your rage lasts for 1 minute. It ends early if you are knocked
Racial Trait, Unarmored unconscious or if your turn ends and you haven’t attacked a
Defense, Heroic Action hostile creature since your last turn or taken damage since then.
2nd +2 Skill Prof, Reckless 2 +2 You can also end your rage on your turn as a bonus action.
Attack, Danger Sense Once you have raged the number of times shown for your berserker
3rd +2 General Feat, 3 +2 level in the Rages column of the berserker table, you must finish a
Primal Path long rest before you can rage again.
4th +2 Skill Prof 3 +2
5th +3 Racial Trait, Extra 3 +2 Unarmored Defense 1st
Attack, Fast Movement, While you are not wearing any armor, your AC equals 10 + your
Ability Score
Dexterity modifier + your Constitution modifier. You can use a
Improvement,
shield and still gain this benefit.
6th +3 Skill Prof, Path Feature, 4 +2
7th +3
Weapon Focus
General Feat, Feral 4 +2
Skill Proficiency 2nd
Instinct At 2nd level and every even-level after, you can choose to become
proficient in a new skill or increase your proficiency in a current
8th +3 Skill Prof 4 +2
skill by +1.
9th +4 Racial Trait, 4 +3
10th +4
Brutal Critical (1 die)
Skill Prof, Ability Score 4 +3
Reckless Attack 2nd
Improvement, Path Starting at 2nd level, you can throw aside all concern for defense
Feature, Heroic Action to attack with fierce desperation. When you make your first attack
11th +4 General Feat, 4 +3 on your turn, you can decide to attack recklessly. Doing so gives
Relentless Rage you advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have advantage until
12th +4 Skill Prof 5 +3
your next turn.
13th +5 Racial Trait, 5 +3
Brutal Critical (2 dice)
Danger Sense 2nd
14th +5 Skill Prof, Path Feature 5 +3
At 2nd level, you gain an uncanny sense of when things nearby
15th +5 General Feat, Ability 5 +3
aren’t as they should be, giving you an edge when you dodge away
Score Improvement,
from danger.
Persistent Rage
16th +5 Skill Prof 5 +4 You have advantage on Dexterity saving throws against effects
that you can see, such as traps and spells. To gain this benefit, you
17th +6 Racial Trait, 6 +4
can’t be blinded, deafened, or incapacitated.
Brutal Critical (3 dice)
18th +6 Skill Prof,
Indomitable Might
6 +4
General Feat 3rd
19th +6 General Feat 6 +4 Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
you can choose any General Feat as long as you qualify for it.
20th +6 Skill Prof, Ability Score Unlimited +4
Improvement,
Primal Champion,
Primal Path 3rd
Heroic Action At 3rd level, you choose a path that shapes the nature of your
rage. Choose the Path of the Warlord, the Path of the Shaman or
The GM can also award extra Heroic Actions for heroic deeds or the Path of the Urban Legend all detailed at the end of the class
any other reason they see fit. description. Your choice grants you features at 3rd level and again
at 6th, 10th, and 14th levels.
Rage 1st
In battle, you fight with primal ferocity. On your turn, you can enter
Ability Score Improvement 5th
a rage as a bonus action. When you reach 5th level, and again at 10th, 15th, and 20th level,
you can increase one ability score of your choice by 2, or you can
• You have advantage on Strength checks and Strength saving increase two ability scores by 1. Your character can only improve
throws. an ability score by 1 if it’s already 18 or above, or by 2 if it starts
• When you make a melee weapon attack using Strength, you gain out below 18.
a bonus to the damage roll that increases as you gain levels as a
berserker, as shown in the Rage Damage column of the berserker Race Traits 5th
table.
In addition to the initial race traits you started with, you gain a race
• You have resistance to bludgeoning, piercing, and slashing trait at 5th, 9th, 13th, and 17th level. The list of race traits available
damage. While raging, you gain the following benefits if you to you can be found in your race’s entry.
Shaman
than your Strength score, you can use that score in place of the
total.
Primal Champion 20th Some berserkers are called by the land they live in to be more than
a champion of combat. Those that heed this call follow the Path of
At 20th level, you embody the power of the wilds. Your Strength the Shaman and supplement their combat prowess with spells of
and Constitution scores increase by 4. Your maximum for those nature. Some may be outcast by their tribes, but others are given
scores is now 24. positions of power as healers or leaders.
CORE RULEBOOK | 49
gain levels as a barbarian, as shown in the Rage Damage column
SHAMAN SPELLCASTING
of the berserker table.
Level Cantrips Spells 1st 2nd 3rd 4th
3rd
Known
2
Known
3 2 - - -
Magical Attunement 14th
Starting at 14th level, you have advantage on saving throws
4th 2 4 3 - - -
against spells. Also, while you are raging you gain resistance to
5th 2 4 3 - - - the damage of spells.
6th 2 4 3 - - -
Class Features
As a disciple, you gain the following class features.
Hit Points
8 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Disciple level thereafter.
Ability Augment
WISDOM
8 FREE
Proficiencies
Armor:: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Calligraphers’ supplies
Saving Throws
Wisdom, Charisma
Skills
Choose two from Knowledge, Perception,
Treat Injury, Persuasion, Occultism, Deception
and Religion
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
CORE RULEBOOK | 51
DISCIPLE
Level Proficiency Feats Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus Known
1st +2 Background, Racial Trait, Spellcasting, Domain, Heroic 3 2 - - - - - - - -
Action
2nd +2 Skill Prof, Channel Divinity (1/rest), Domain feature 3 3 - - - - - - - -
3rd +2 General Feat 3 4 2 - - - - - - -
4th +2 Skill Prof 4 4 3 - - - - - - -
5th +3 Racial Trait, Ability Score Improvement, Destroy Undead 4 4 3 2 - - - - - -
(CR 1/2)
6th +3 Skill Prof, Channel Divinity (2/rest), Domain feature 4 4 3 3 - - - - - -
7th +3 General Feat 4 4 3 3 1 - - - - -
8th +3 Skill Prof, Destroy Undead (CR 1), Domain feature 4 4 3 3 2 - - - - -
9th +4 Racial Trait 4 4 3 3 3 1 - - - -
10th +4 Skill Prof, Ability Score Improvement, Divine 5 4 3 3 3 2 - - - -
Intervention, Heroic Action
11th +4 General Feat, Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Skill Prof 5 4 3 3 3 2 1 - - -
13th +5 Racial Trait 5 4 3 3 3 2 1 1 - -
14th +5 Skill Prof, Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 General Feat, Ability Score Improvement, 5 4 3 3 3 2 1 1 1 -
16th +5 Skill Prof 5 4 3 3 3 2 1 1 1 -
17th +6 Racial Trait, Destroy Undead (CR 4), Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Skill Prof, Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 General Feat 5 4 3 3 3 3 2 1 1 1
20th +6 Skill Prof, Ability Score Improvement, Divine Intervention 5 4 3 3 3 3 2 2 1 1
Improvement, Heroic Action
function as a any action or can be used to lose the dying condition doesn’t remove it from your list of prepared spells.
when your HP has hit 0 and regain 1 HP. You can change your list of prepared spells when you finish a long
The GM can also award extra Heroic Actions for heroic deeds or rest. Preparing a new list of Divine spells requires time spent in
any other reason they see fit. prayer and meditation: at least 1 minute per spell level for each
spell on your list.
Spellcasting 1st
As a conduit for divine power, you can cast Divine spells. Spellcasting Ability 1st
Wisdom is your spellcasting ability for your Divine spells. The
Cantrips 1st power of your spells comes from your devotion to your deity. You
use your Wisdom whenever a spell refers to your spellcasting
At 1st level, you know three cantrips of your choice from the Divine ability. In addition, you use your Wisdom modifier when setting the
spell list. You learn additional Divine cantrips of your choice at saving throw DC for a Divine spell you cast and when making an
higher levels, as shown in the Cantrips Known column of the attack roll with one.
Disciple table.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Preparing and Casting Spells 1st Spell attack modifier = your proficiency bonus + your Wisdom
The Disciple table shows how many spell slots you have to cast modifier
your spells of 1st level and higher. To cast one of these spells,
you must expend a slot of the spell’s level or higher. You regain all Ritual Casting 1st
expended spell slots when you finish a long rest. You can cast a Divine spell as a ritual if that spell has the ritual tag
You prepare the list of Divine spells that are available for you to and you have the spell prepared.
cast, choosing from the Divine spell list. When you do so, choose
a number of spells equal to your Wisdom modifier + your Disciple Spellcasting Focus 1st
level (minimum of one spell). The spells must be of a level for
You can use a holy symbol as a spellcasting focus for your spells.
which you have spell slots.
For example, if you are a 3rd level Disciple, you have four 1st level Domains 1st
and two 2nd level spell slots. With a Wisdom of 16, your list of
prepared spells can include six spells of 1st or 2nd level, in any Choose one domain related to your deity: Light, Veil or Dark. Each
combination. If you prepare the 1st level spell cure wounds, you domain is detailed at the end of the class description, and each
can cast it using a 1st level or 2nd level slot. Casting the spell one provides examples of gods associated with it. Your choice
CORE RULEBOOK | 53
and divide those hit points among them. This feature can restore a slot of equal or greater value to the spell which you are attempting
creature to no more than half of its hit point maximum. You can’t to cast. When you use this Channel Divinity option, you also take
use this feature on an undead or a construct. 1d6 points of force damage per level of the spell you cast, and this
damage bypasses resistance and immunity. For example, if you
Blessed Healer 6th were to cast arcane gate as a 6th level spell using this feature, you
would take 6d6 force damage as a result of doing so. If the damage
Beginning at 6th level, the healing spells you cast on others heal that you take as a result of this Channel Divinity option would
you as well. When you cast a spell of 1st level or higher that reduce you to 0 hit points, you maintain consciousness until you
restores hit points to a creature other than you, you regain hit complete your spell, unless you take damage from another source.
points equal to 2 + the spell’s level.
Dark Domain
Disciples of the Veil, however, represent neutrality. They are
keepers of knowledge, crafting, and entertainment. The seek no
sides and seek to find the balance in all things.
Where there is light, there is also darkness and the gods of evil
have their Dark Disciples as well. These evil powers give the Dark
Disciple of the Void 1st Disciple unique abilities over other (good/neutral) Disciples.
Your understanding of emptiness allows you to pass through the
world as if you were never there. Starting at 1st level, you gain Darkvision 1st
proficiency in the Stealth skill and may double your proficiency
You have a Darkvision of 60 feet. If you already have darkvision,
bonus on checks pertaining to this skill. Additionally, while wearing
increase its range by 60 feet. You can also see through magical
light armor or no armor, you may choose to use your Wisdom
darkness.
modifier to calculate your armor class rather than your Dexterity
modifier. Finally, the verbal components of your spells are silent,
though you must still perform them to enact the spell. Dark Domain Spells 1st
You gain access to the Occult spell list.
Channel Divinity: Void Shield 2nd
Starting at 2nd level, you can use your Channel Divinity to create Acolyte of Darkness 1st
a protective antimagic shield around a creature. As an action, you At 1st level, you learn one Occult cantrip of your choice. You
may present your holy symbol and select a creature within 30 feet also gain proficiency in one of the following skills of your choice:
of yourself. For one minute, or until you lose concentration (as if Survival, Intimidation, Deception
concentrating on a spell) or end this effect as a bonus action, the
creature is resistant to all damage from spells. Bonus Proficiencies 1st
Channel Divinity: Void Surge 6th At 1st level, you gain proficiency with martial weapons and heavy
armor.
Starting at 6th level, you can use your Channel Divinity to break the
limits of your magical talents. As an action (Or bonus action if the
casting time of your selected spell is 1 bonus action), you present
Dark Zealot 1st
your holy symbol and invoke the power of the Void, creating the From 1st level, your god delivers bolts of inspiration to you while
effect of any spell of your choice. This allows you to cast any spell you are engaged in battle. When you use the Attack action, you
from any spellcasting class, following all rules that apply to said can make one weapon attack as a bonus action. You can use
spell including duration, casting time and component cost. When this feature a number of times equal to your Wisdom modifier (a
using this Channel Divinity option, you must also expend a spell minimum of once). You regain all expended uses when you finish
a long rest.
CORE RULEBOOK | 55
DRUID
You belong to one of the most ancient and secretive orders
across the multiverse. As a Druid you may worship any of the
many nature deities but you revere Mother Nature above all
and you draw your powers from Her elemental essence. You
also venerate the forces of nature themselves and hold certain
plants and animals to be sacred. You can be as calm as
a summer breeze or as violent as a tempest. Elemental
powers flow through you and the power to transform
into mighty beasts is yours to command.
Class Features
As a druid, you gain the following class features.
Hit Points
8 + your Constitution modifier
Increase your maximum number of HP by this number
at 1st level and every Druid level thereafter.
Ability Augment
WISDOM
8 FREE
Proficiencies
Armor:: Light armor, medium armor, shields
Weapons: Clubs, daggers, darts, javelins, maces,
quarterstaffs, scimitars, sickles, slings, spears
Tools:: Herbalism kit
Saving Throws
Intelligence, Wisdom
Skills
Choose two from Arcana, Animal Handling, Treat Injury,
Nature, Perception, Religion, and Survival
Equipment
The equipment you start with is purchased at the end
of character creation. The amount of Barter Units (Bu)
that you have available to purchase with is
determined by your background.
CORE RULEBOOK | 57
Spellcasting Ability 1st • When you transform, you assume the beast’s hit points and
Hit Dice. When you revert to your normal form, you return to the
Wisdom is your spellcasting ability for your elemental spells, since number of hit points you had before you transformed. However,
your magic draws upon your devotion and attunement to nature. if you revert as a result of dropping to 0 hit points, any excess
You use your Wisdom whenever a spell refers to your spellcasting damage carries over to your normal form. For example, if you
ability. In addition, you use your Wisdom modifier when setting the take 10 damage in animal form and have only 1 hit point left, you
saving throw DC for an elemental spell you cast and when making revert and take 9 damage. As long as the excess damage doesn’t
an attack roll with one. reduce your normal form to 0 hit points, you aren’t knocked
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier unconscious.
Spell attack modifier = your proficiency bonus + your Wisdom • You can’t cast spells, and your ability to speak or take any
modifier action that requires hands is limited to the capabilities of your
beast form. Transforming doesn’t break your concentration on
Ritual Casting 1st a spell you’ve already cast, however, or prevent you from taking
actions that are part of a spell, such as call lightning, that you’ve
You can cast an elemental spell as a ritual if that spell has the already cast.
ritual tag and you have the spell prepared.
• You retain the benefit of any features from your class, race,
or other source and can use them if the new form is physically
Spellcasting Focus 1st capable of doing so. However, you can’t use any of your special
You can use a druidic focus as a spellcasting focus for your senses, such as darkvision, unless your new form also has that
elemental spells. sense.
• You choose whether your equipment falls to the ground in
Familiar 1st your space, merges into your new form, or is worn by it. Worn
You make a pact with creature that serves you and assists your equipment functions as normal, but the GM decides whether it
spellcasting. You gain a familiar (page 310). is practical for the new form to wear a piece of equipment, based
on the creature’s shape and size. Your equipment doesn’t change
Skill Proficiency 2nd size or shape to match the new form, and any equipment that the
new form can’t wear must either fall to the ground or merge with
At 2nd level and every even-level after, you can choose to become it. Equipment that merges with the form has no effect until you
proficient in a new skill or increase your proficiency in a current leave the form.
skill by +1.
Druidic Essence 2nd
Wild Shape 2nd At 2nd level, you choose to identify with an order of druids: The
Starting at 2nd level, you can use your action to magically assume Natural Way, Mutation or Rot, all detailed at the end of the class
the shape of a beast that you have seen before. You can use this description. Your choice grants you features at 2nd level and
feature twice. You regain expended uses when you finish a short again at 6th, 10th, and 14th level.
or long rest.
Your druid level determines the beasts you can transform into, as General Feat 3rd
shown in the Beast Shapes table. At 2nd level, for example, you Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
can transform into any beast that has a challenge rating of 1/4 or you can choose any General Feat as long as you qualify for it.
lower that doesn’t have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half Ability Score Improvement 5th
your druid level (rounded down). You then revert to your normal
When you reach 5th level, and again at 10th, 15th, and 20th level,
form unless you expend another use of this feature. You can revert
you can increase one ability score of your choice by 2, or you can
to your normal form earlier by using a bonus action on your turn.
increase two ability scores by 1. Your character can only improve
You automatically revert if you fall unconscious, drop to 0 hit
an ability score by 1 if it’s already 18 or above, or by 2 if it starts
points, or die.
out below 18.
BEAST SHAPES
Level Max CR Limitations Example Race Traits 5th
2nd 1/4 No flying or swimming speed Wolf In addition to the initial race traits you started with, you gain a race
4th 1/2 No flying speed Giant Goat trait at 5th, 9th, 13th, and 17th level. The list of race traits available
to you can be found in your race’s entry.
8th 1 - Bear
While you are transformed, the following rules apply: Timeless Body 18th
• Your game statistics are replaced by the statistics of the beast, Starting at 18th level, the primal magic that you wield causes you
but you retain your alignment, personality, and Intelligence, to age more slowly. For every 10 years that pass, your body ages
Wisdom, and Charisma scores. You also retain all of your skill only 1 year.
and saving throw proficiencies, in addition to gaining those of
the creature. If the creature has the same proficiency as you and Beast Spells 18th
the bonus in its stat block is higher than yours, use the creature’s
Beginning at 18th level, you can cast many of your elemental spells
bonus instead of yours. If the creature has any legendary or lair
in any shape you assume using Wild Shape. You can perform the
actions, you can’t use them.
At 20th level, you can use your Wild Shape an unlimited number
of times.
Nature’s Ward 10th
When you reach 10th level, you can’t be charmed or frightened by
Additionally, you can ignore any verbal and somatic components
elementals and you are immune to poison and disease.
of your druid spells, as well as any material components that lack
a cost and aren’t consumed by a spell. You gain this benefit in
both your normal shape and your beast shape from Wild Shape. Nature’s Sanctuary 14th
When you reach 14th level, creatures of the natural world sense
Druidic Essence
your connection to nature and become hesitant to attack you.
When a beast or plant creature attacks you, that creature must
make a Wisdom saving throw against your druid spell save DC. On
a failed save, the creature must choose a different target, or the
Natural Way attack automatically misses. On a successful save, the creature is
immune to this effect for 24 hours.
Druids following the Natural Way have a natural connection to the The creature is aware of this effect before it makes its attack
earth around them, as well as the creatures around them. They against you.
are hands of the Mother herself, and protect and heal those whom
reside in her lands.
Mutation
Druidic Companion 2nd
Mutation Druids have embraced natural evolution through
At 2nd level, you gain a beast companion that accompanies you
mutation. Where others may see an abomination, these Druids
on your adventures and fights alongside you. Choose a beast that
see mutations as the next step in becoming closer with Mother
is no larger than Medium size and that has a challenge rating of at
Nature.
most 1/2. The beast has the statistics of a normal member of its
species, with the following changes:
Alter Shape 2nd
• Your animal companion uses your proficiency bonus instead of
its own. Starting at 2nd level, your Wild Shape gets replaced by Alter Shape.
You can control your body in a whole new way, allowing for a lot of
• Your animal companion adds your proficiency bonus to its interesting “mutations”. You can use Alter Shape on your turn as
Armor Class. a bonus action, rather than as an action. You can use this feature
• Your animal companion gains proficiency in two skills of your twice. You regain expended uses when you finish a short or long
choice, and all saving throws. rest.
• Your animal companion loses the Multiattack action if it has You may expend a use of this feature to gain one of the following
one. mutations for an unlimited amount of time. You can only have one
mutation active at any given time. Mutations are split up in three
Your animal companion obeys your commands as best it can. different categories. Some categories can only have one mutation
It rolls for initiative like any other creature, but you determine its at a time.
actions, decisions, attitudes, and so on. If you are incapacitated or
absent, your animal companion acts on its own.
Body Mutations 2nd
When you reach 4th level, and every time you gain a level afterward,
your animal companion gains one additional hit die and its hit ACIDIC STEP: You leak goo while you walk, creating a 5ft wide
points are recalculated accordingly. acidic line. Creatures walking through this line take 2d4 damage.
This also applies to creatures starting their turn in this line.
Whenever you gain the Ability Score Improvement class feature, This mutation works with the Stronger Corrosion mutation. The
your animal companion can also increase one ability score of your line vanishes after 1 hour. This mutation may grant creatures
choice by 2, or it can increase two ability scores of your choice advantage on ability checks made to track you or determine your
by 1. As normal, your animal companion can’t increase an ability location.
score above 20 using this feature unless its description specifies
otherwise. Alternatively, if you are using the feats optional rule, ADHESIVE: You can’t have Fluid Form and Adhesive at the same
your animal companion can instead gain one feat. time. You can climb difficult surfaces including upside down on
ceilings, without needing to make an ability check. Additionally,
If your animal companion is ever slain, you can use 8 hours of creatures have disadvantage against trying to knock you prone or
work and 25 Bu worth of rare herbs and fine food to call forth your disarming you.
companion’s spirit and create a new body for it, returning it to life.
You can return an animal companion to life in this manner even if AMORPHOUS: You can move through a space as narrow as 1 inch
you do not possess any part of its body. If you use this ability to without squeezing.
return a former animal companion to life while you have a current BIOSYNTHESIS: When moving on fertile soil or organic-rich
animal companion, your current companion leaves you and is environments, you regain hit points equal to ¼ of your level
replaced by the restored companion. rounded down every round, unless you have 0 hit points.
BLINDSIGHT: You change the way you see your surroundings.
By constantly vibrating your head slightly, you emit an inaudible
CORE RULEBOOK | 59
frequency and detect its reflection. Using this, you can perceive STRETCHY: Your reach doubles. In addition, when reaching
your surroundings up to 60 feet away, regardless of light. You are vertically, such as to grab a ledge, you can add twice your height,
blind beyond this radius, however, and cannot perceive light, color, instead of half your height.
or any other visual phenomenon. You can’t be blinded by light,
but while you are deafened, however, you also have the blinded Head Mutations 2nd
condition.
DOG HEAD: You have advantage on Wisdom (Perception) checks
CAMOUFLAGED: If you haven’t moved on your turn when you that rely on hearing or smell (works like Keen Hearing and Smell)
attempt to hide, your coloration blends with your surroundings until and you gain a bite attack which uses a 1d6 as a damage die and
you move, make an attack, fall prone, or cast a spell with a somatic deals acid damage instead of piercing damage. This mutation
component, either voluntarily or because of some external effect. works with the Stronger Corrosion mutation.
While camouflaged, you can attempt to hide even when only lightly
obscured or even in plain sight. While lightly or heavily obscured, FANGS: Your teeth mutate into vicious fangs.
Wisdom (Perception) checks made to see you have disadvantage You gain a vicious bite attack that deals piercing damage
and you have advantage on Dexterity (Stealth) checks. When you dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8.
attempt to hide in plain sight, anything you are wearing or carrying If you get multiple attacks in a round, you can bite multiple times.
may cause disadvantage on the Dexterity (Stealth) check or even Your bite is treated as a natural weapon and does not provoke
completely prevent you from being able to do so. attacks of opportunity.
CORRODE METAL: Any nonmagical weapon made of metal that GREAT HORNS: You sprout horns capable of damaging or goring a
hits you corrodes. After dealing damage, the weapon takes a target. The horns may be curled like a ram’s or pointed like a bull’s.
permanent and cumulative -1 penalty to damage rolls. If its penalty
Conversely, you may grow a single horn in the middle of the
drops to -5, the weapon is destroyed. Nonmagical ammunition
forehead, like that of a rhinoceros, or a large rack of antlers, like
made of metal that hits you is destroyed after dealing damage.
that of a moose.
You can eat through 2-inch-thick, nonmagical metal in 1 round.
You gain a single gore attack that deals bludgeoning damage
This mutation works with the Stronger Corrosion mutation, (curled ram horns or moose antlers) or piercing damage (pointed
changing the penalty to -2/-3 and allowing you to eat through 4/6 bull horns or one great rhino horn). The amount of damage
inches of metal in 1 round. depends on your size: Small 1d4, Medium-size 1d6, Large 1d8. If
CORROSIVE BODY: Your body now always leaks acid, instead of you get multiple attacks in a round, you can gore multiple times.
only when you make unarmed strikes. Creatures grappled by you Your horns are treated as natural weapons and do not provoke
take 1d4 on the start of your turn. Creatures attacking you with a attacks of opportunity.
melee attack also take 1d4 damage. This mutation works with the SHARK HEAD: Your swimming speed increases with 10ft (20ft
Stronger Corrosion mutation. However, any nonmagical weapon or while also having the Shark Tail mutation) and you gain a bite
armor made of cloth, leather, hide, wood, or other organic material attack which uses a 1d6 as a damage die and deals acid damage
that you hold or wear is destroyed after 1 minute and even faster instead of piercing damage. Being underwater imposes no
when you also have the Stronger Corrosion mutation. penalties on your movement or attacks. This mutation works with
Extra Arms: You gain an extra pair of arms, which are the equivalent the Stronger Corrosion mutation.
of getting an extra attack option.
EXTRA HEADS: You gain an extra head. As long as you have more
Leg mutations 2nd
than one head, you gain advantage on. While you have more than You can only have one modification to your legs.
one head, you have advantage on saving throws against being SHARK TAIL: You gain a swimming speed equal to double your
blinded, charmed, deafened, frightened, stunned, and knocked normal speed, while taking a 20 ft. penalty while you move on
unconscious. land. Being underwater imposes no penalties on your movement
Whenever you take damage equal or more than 1/4th of your or attacks.
maximum hit points in a single turn, one of your heads die. If all your SNAKE TAIL: Instead of two legs, you have one long, snake-like
heads die, you are blinded, deafened and knocked unconscious tail. Your speed increases by 10 feet. Additionally, you gain the
until you grow a new head, which takes 1d4 hours. Constrict attack; this attack deals 2d4 Acid damage, has a reach
FLUID FORM: You can’t have Fluid Form and Adhesive at the of 10 ft. and the target is grappled. Until this grapple ends, the
same time. Your movement is unaffected by difficult terrain and target is restrained, and you can’t constrict another target. If you
you can spend 5 feet of movement to automatically escape from have the Acidic Step mutation, they keep taking 2d4 acid damage
nonmagical restraints, such as manacles or a creature that has on the start of each of their turns. This mutation works with the
you grappled. Stronger Corrosion mutation.
STICKY THROW: You may lose 5 hit points to make a ranged attack TENTACLES: Your legs turn into 4 tentacles, which have a reach of
(range 20/60) slinging a part of your body on the ground. This goo 10 ft. You can use these tentacles like Mage Hand. You may use
quickly spreads to cover a 5 ft. area. Every creature starting or your action and/or bonus action to control one of your tentacles.
ending its turn in the goo needs to make a Strength or Dexterity Additionally, you can use your tentacles to grapple creatures. You
(Athletics) check against your spell save DC or be restrained. They may take this mutation a maximum of two times for a maximum
may redo this saving throw every turn, ending the condition on a number of 8 tentacles.
success. If you have the Acidic Step or Corrosive body mutation,
they take 1d4 acid damage on the start of each of their turns. This Familiar Mutation 2nd
mutation works with the Stronger Corrosion mutation. Your familiar takes on one mutation of your choosing.
Rot
Druids the believe in the power of rot see themselves as servants
of the natural cycle of decomposition and growth. They use
borderline necromancy to perform their tasks, and as such are
often shunned by Druid society.
CORE RULEBOOK | 61
ENGINEER
Masters of mechanical mayhem, Engineers love to tinker with explosives, devices, and all manner of hazardous gadgets. You are no
exception. You can create technological marvels including robotic servants, battlesuits, jetpacks and drones. In combat you deploy a
host of powerful turrets to protect allies and obliterate your enemies. Your love of creating knows no bounds. You are on the cutting edge
of technology and are pushing the boundary of known science. You are no mere mortal. You are an Engineer.
Ability Augment an item. To craft an item while adventuring, you can spend a short
rest working on the item. You will not benefit from a short rest
(using Hit Dice, etc) if you use this feature. During an adventure,
INTELLIGENCE two short rests spent using this feature count as one day of
8 FREE downtime.
Proficiencies
Armor:: Light and Medium armor, shields
Weapons:: Simple weapons, sidearms, longarms
Tools:: Mechanic’s Tools, Smith’s Tools,
Electrician’s Tools
Saving Throws
Dexterity, Intelligence
Skills
Choose three from Craft (Mechanical, Electronic,
Chemical, Structural, Pharmaceutical),
Knowledge (Science, Streetwise, History),
Computer Use, Demolitions, Disable Device,
Repair.
Equipment
The equipment you start with is purchased at
the end of character creation. The amount of
Barter Units (Bu) that you have available to
purchase with is determined by your background.
CORE RULEBOOK | 63
Repairing it requires a DC 20 Repair (Mechanic’s Tools) check, and
ARTIFICER SPELLCASTING
half the money and time it takes to build it
Level Cantrips Spells 1st 2nd 3rd 4th 5th
Known Known
Programs 3rd
4th
2
2
3
4
2
3
-
-
-
-
-
-
-
-
5th 2 4 3 - - - -
Artificer 6th 2 4 3 2 - - -
7th 2 5 4 2 - - -
An Engineer that has crossed over from the purely mechanical into
the realm of the arcane. Artificers use a limited amount of spells to 8th 2 6 4 3 - - -
enhance their mechanical handiwork and even bestow sentience 9th 2 6 4 3 2 - -
upon their robotic creations. 10th 3 7 4 3 2 - -
11th 3 8 4 3 3 - -
Spellcasting 3rd 12th 3 8 4 3 3 - -
When you reach 3rd level you gain the ability to cast spells from 13th 3 9 4 3 3 1 -
the Arcane spell list.
14th 3 10 4 3 3 1 -
Select a Large or smaller creature with a challenge rating of 2 or Upon completion of your construct you gain the mending cantrip
less. The servant uses that creature’s game statistics, but it can if you didn’t already have it, also anytime you use this cantrip on
look however you like, as long as its form is appropriate for its you construct it regains 1d4+(INT mod), this healing increases to
statistics. After the creation of your construct you can change 2d4+(INT mod) at 5th, 4d4+(INT mod) at 11th and 8d4+(INT mod)
the type and size of the construct, to increase its size and type at 17th level. Only your mending cantrip is capable of this as you
requires a week of down time and 250 Bu and to decrease its size are the one person that understands how your construct works.
Gadgeteer
the creature that activates the item. If the spell targets more than
one creature, the creature that activates the item selects the
additional targets. If the spell has an area of effect, it is centered
on the item. If the spell’s range is self, it targets the creature that Some Engineers can’t help themselves, they must build things.
activates the item. If the spell requires concentration, the creature Wether its a tiny drone, a jetpack or a pair of robotic warriors, these
that activates the item maintains the concentration as if they had Gadgeteers are masters at building useful devices of all kinds.
cast the spell.
When you infuse a spell in this way, it must be used within 8 hours.
Robotic Warrior 3rd
After that time, its magic fades and is wasted. When you reach 3rd level, your fascination over robots leads you
to invent the most efficient and versatile construct: a Robotic
You can have a limited number of infused spells at the same time. Warrior. Creating a Robotic Warrior requires 4 hours of time and
The number equals your Intelligence modifier.
CORE RULEBOOK | 65
costs 100 Bu worth of metal, rare threads, and other raw materials. observing your drone, it can move up to a mile away and be
controlled from this distance.
The Robotic Warrior is a powerful fearsome construct to face in
battle, that will fight to the death for its creator. In combat, the
Robotic Warrior acts as your personal guardian. It’s friendly to Jetpack 7th
you and your companions and obeys any verbal commands that At 7th level, you can create a jetpack with 150 Bu worth of parts
you issue to it (no action required by you). If you don’t issue any and 8 hours of construction time The jetpack allows the user to
commands to your Robotic Warrior, it protects you from hostile rise vertically, up to 20 feet, and remains suspended there for the
creatures. When a creature hostile to you moves within 10 feet of duration. The user gains a flying speed of 60 feet for ten minutes.
the Robotic Warrior makes an attack.
The bludgeoning damage amount increases by 1d6 when at certain Second Robotic Warrior 10th
levels: 15th level (2d6), 17th level (3d6), and 19th level (4d6). At 10th level, you learn to craft and maintain an additional Robotic
If the Robotic Warrior drops to 0 hit points it ceases to function. Warrior, following the same rules as the first.
However, it can be repaired, but that will require half the time and
cost of raw materials it took to build it. Drone Warfare 15th
At 15th level, you may deploy a second drone at a time, and it takes
Robotic Warrior CR 3/4 50% less time and money to rebuild one. You can command both
drones on the same action or bonus action.
Medium construct , unaligned
IMPROVED ATTACK. As an action, your drone makes a shot at a
AC 15 HP 25 +1d4 per level Speed 30 ft. target you can see. This attack has a range of 120 ft. On a hit,
__________________________________________________________________________ drone shot deals 1d8 + Int. Mod ballistic damage
Damage Immunities Poison, necrotic, psychic, radiant
Condition Immunities Blinded, Charmed, Deafened, Fatigued,
Frightened, Grappled, Paralysed, Petrified, Poisoned, Prone,
Robo-bike 18th
Restrained, Stunned, Unconscious, Exhausted At 18th level, as an action, your Robotic Warriors can merge into a
Senses passive perception 10 singular form. Your new construct takes the form of a motorcycle
Languages Understands the languages of its creator but can’t speak. that allows you to fight as a seamless unit. The Robo-bike always
obeys your commands and serves you as a mount, both in Combat
Str +2, Dex +1, Con +2, Int -1, Wis +0, Cha -4
and out. While mounted on your vehicle, any ability you cast that
__________________________________________________________________________ targets only you, also target your vehicle. If it doesn’t receive
Constructed Nature. A robotic warrior doesn’t require air, food, drink, or further directions from you, it preserves itself to the best of its
sleep.
ability. As an action on your turn, the Robo-bike can dismantle and
Actions re-build itself into two Robotic Warriors.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Robo-bike CR 3/4
Hit: 1d6 + 2 bludgeoning damage.
At 3rd level, you can create SCUBA gear with 40 Bu worth of parts AC 17 HP 50 +2d4 per level Speed 200 ft.
and 4 hours of construction time. The gear allows the wearer to __________________________________________________________________________
breath underwater for an hour and you gain a swim speed equal to Damage Immunities Poison, necrotic, psychic, radiant
your walking speed. Condition Immunities Blinded, Charmed, Deafened, Fatigued,
Frightened, Grappled, Paralysed, Petrified, Poisoned, Prone,
Drone 7th Restrained, Stunned, Unconscious, Exhausted
Senses passive perception 11
At 7th level, you can create a small deployable flying device with
Languages Understands the languages of its creator but can’t speak.
an AC of 18 and HP equal to 5+(2x your Engineer Level). As an
Str +2, Dex +4, Con +3, Int+0, Wis +0, Cha -2
action you can deploy the drone to a space adjacent to you. An
undeployed drone is a 6-inch sphere. A drone has a flying speed __________________________________________________________________________
of 30 ft., and cannot move more than 300 ft. away from you. A Constructed Nature. A robo-bike doesn’t require air, food, drink, or sleep.
drone moves on your initiative, has its own movement action, but
uses your actions for its abilities. Only 1 may be deployed at a
time, unless otherwise stated. A drone can be undeployed while
adjacent to it.
A drone is immune to Poison and Psychic damage. It cannot be
charmed or frightened, and is immune to poison and disease. It
has a Str Save bonus of +0 and a Dex Save bonus of +2. It fails any
other saving throw.
ATTACK. As an action, your drone makes a shot at a target you
can see. This attack has a range of 60 ft. On a hit, drone shot deals
1d6+ Int. Mod ballistic damage
CAMERA. As an action, you can observe through your drone.
This functions requires concentration. As long as you continue
Scrapper 7th
At 7th level, the cost of crafting a cybernetic device or enhancement
is reduced by half.
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INSTRUMENTALIST
Music is the ultimate form of expression. As an Instrumentalist
you have devoted your life perfecting your musical style. The
symphony of the universe is revealed to you and you have become
one with it. You can play a harmony of creation or a ballad of
destruction with equal ease. A single note from your instrument
and the world is changed forever. Your music will echo through the
halls of eternity as an Instrumentalist.
Class Features
As an Instrumentalist, you gain the following class features.
Hit Points
8 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Instrumentalist level thereafter.
Ability Augment
CHARISMA
8 FREE
Proficiencies
Armor: Light armor
Weapons:: Simple weapons, hand crossbows, longswords, rapiers,
arming swords
Tools:: Three musical instruments of your choice
Saving Throws
Dexterity, Charisma
Skills
Choose any three
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
CORE RULEBOOK | 69
Spellcasting Focus 1st gain this benefit.
Additionally, when you cast a bard cantrip, you add your proficiency Additionally, Power Ballad Blast now deals full damage to
bonus to the damage it deals. creatures who are resistant to thunder damage, and half damage
to creatures who are immune to thunder damage.
Battlesinging 6th
At 6th level, your Inspiration has become more consistent, instilling Metal (TL 1)
confidence in your allies at a moment’s notice. When creature that
can hear you within 60 feet rolls a d20, you can use your reaction Instrumentalists of Metal are downright obsessed with loud noises
and expend one use of Inspiration to grant that creature one and guns. They are experts in performing trick shots and doing
Inspiration die. stunts with their firearms and explosive weapons that lends well
to them being effective on the field of adventuring and dungeon
Additionally, when you use your action to cast a cantrip, you can
crawling. Members of these colleges are often called many names,
make one weapon attack as a bonus action.
from explosive artists, guns for hire, to less flattering names like
gun nuts and desperados.
Melody of Inspiration 14th Metal Instrumentalists are no strangers to danger, and their
At 14th level, you can inspire your allies in droves by playing a expertise in using lead spewing weapons makes them downright
tribute to heroes long past, compelling your allies to make better intimidating foes to have against you. A Metal Instrumentalist
decisions. You can use your action and expend one use of that knows how to precisely weave their magic in with their
Inspiration to grant an Inspiration die to up to 6 creatures you can gunslinging will find a welcome home in any adventurer’s guild or
see within 120 feet. shady underground organization.
You can use this feature a number of times equal to your proficiency
bonus. You regain any expended uses when you finish a long rest.. Bonus Proficiencies 3rd
At 3rd level, you gain proficiency with medium armor and sidearms.
Rock ‘n Roll If you’re proficient with a ranged weapon, longarm or sidearm, you
can use it as a spellcasting focus for your Instrumentalist spells.
Instrumentalists of Rock’n Roll pursue the perfection of sound and
music, and are able to use music and sound to great effect. Fighting Style 3rd
At 3rd level, you adopt a style of fighting as your specialty.
Bonus Proficiencies 3rd Choose one of the following options. You can’t take a Fighting
When you take this subclass at level 3, you may become proficient Style option more than once, even if something in the game lets
in two additional musical instruments of your choice. you choose again.
•Akimbo Shooting
Power Ballad Blast 3rd When you take the attack action with a light weapon, you can
At 3rd level, you gain the ability to bring harm with your sound. As use a bonus action to make an attack with a light ranged weapon
an action, you play a harsh, violent note on an instrument. Choose you are holding. You do not add your ability score modifier to the
a target within 120 feet, and that target must make a constitution damage of this attack, unless that modifier is negative.
saving throw, taking 2d6 plus your charisma modifier thunder
damage on a failed save, and half on a successful save. •Dueling Edit
Additionally, you gain advantage on any skill checks made to When wielding a one-handed weapon in one hand and no other
identify or discern the source of a sound (such as against a ravens
CORE RULEBOOK | 71
weapons, you get a +2 bonus to your damage rolls with these
weapons.
GunPlay 3rD
Also at 3rd level, you’ve trained yourself to interweave the use of
their guns into your performance in combat. Whenever you take
the Attack action on your turn, you can use one of the following
Gunplay options of your choice. You can only use one Gunplay
option per turn.
Disorienting Shot. You can expend one use of your Inspiration
to cause the firearm to deal extra damage to the target you hit
and leave it open. The damage equals the number you roll on the
Inspiration die. The next attack roll made against the creature is
made with advantage.
Dueling Shot. You can expend one use of your Inspiration die
before you make an attack with a firearm to issue a challenge to a
creature as you attack it with precision. Add the number rolled to
the attack roll. If it hits, the creature has disadvantage on attacks
against creatures other than you until the start of your next turn.
Piercing Shot. You can expend one use of your Inspiration to cause
the weapon to deal extra damage to the target hit and any other
creature of your choice in the same line as your shot. The damage
equals the number you roll on your Inspiration die.
Trick Shot. You can expend one use of your Inspiration before you
make an attack with a firearm to move up to half your walking
speed in any direction. Add the number rolled on your Inspiration
die to the damage roll. You also add the number rolled to your AC
until the start of your next turn.
Class Features
As a Mad Scientist, you gain the following class features.
Hit Points
8 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Engineer level thereafter.
Ability Augment
INTELLIGENCE
8 FREE
Proficiencies
Armor: Light
Weapons: Simple weapons, sidearms
Tools: Chemistry Kit
Saving Throws
Dexterity, Intelligence
Skills
Choose two from Craft (Mechanical, Electronic, Chemical,
Pharmaceutical), Knowledge (Science, History), Computer Use,
Demolitions, Disable Device, Repair, Treat Injury, Nature.
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
CORE RULEBOOK | 73
SPONTANEOUS RECOVERY. You have learned to amplify your
MAD SCIENTIST
body’s own natural healing processes through careful dietary
Level Proficiency Feats choices. You can now expend up to half your Hit Dice without rest
Bonus as an action.
1st +2 Background, Racial Trait, Heroic Action,
Basic Bomb Skill Proficiency 2nd
2nd +2 Skill Prof, Discoveries
At 2nd level and every even-level after, you can choose to become
3rd +2 General Feat, Field of Study Feature proficient in a new skill or increase your proficiency in a current
4th +2 Skill Prof, skill by +1.
5th +3 Racial Trait, Ability Score Improvement,
Henchmen General Feat 3rd
6th +3 Skill Prof, Field of Study Feature Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
7th +3 General Feat you can choose any General Feat as long as you qualify for it.
8th +3 Skill Prof,
9th +4 Racial Trait, Upgraded Bomb Field of Study 3rd
10th +4 Skill Prof, Ability Score Improvement, At 3rd level, you choose a specialty that you wish to master, Magic,
Heroic Action Mutation, Disease or Healing, all detailed at the end of the class
11th +4 General Feat, Greater Discoveries description. Your program choice grants you features at 3rd level
and then again at 7th, 10th, 15th, and 18th level.
12th +4 Skill Prof,
13th
14th
+5
+5
Racial Trait, Field of Study Feature
Skill Prof
Ability Score Improvement 5th
When you reach 5th level, and again at 10th, 15th, and 20th level,
15th +5 General Feat, Ability Score Improvement,
you can increase four different ability scores. Your character can
Greater Discoveries
use these ability score improvements to increase their ability
16th +5 Skill Prof, Field of Study Feature scores above 18. Improving an ability score increases it by 1 if it’s
17th +6 Racial Trait already 18 or above, or by 2 if it starts out below 18.
18th +6 Skill Prof, Ultimate Discovery
19th +6 General Feat Henchmen 5th
20th +6 Skill Prof, Ability Score Improvement, At 5th level, you gain 1 henchmen of your choosing (page 297).
Heroic Action This henchmen does not require to be paid for their service. You
gain an additional henchmen at 10th, 15th and 20th level.
Ritual Casting 3rd MIND BOMB. You can choose to have your bombs inflict psychic
damage instead of the standard types of damage your bombs can
You can cast an Arcane spell you know as a ritual if that spell has inflict.
the ritual tag.
SNARE BOMB. In addition to doing damage, you can cause your
bomb to force the target to make a Strength saving throw or be
CORE RULEBOOK | 75
restrained until it is freed by another character using their action • Your thoughts lack clarity. You have disadvantage on
to free it, or until it succeeds in a Strength check. A snare bomb Intelligence checks and Intelligence saving throws, and cannot
does not affect formless creatures, or those capable of incorporeal cast any spells that you know from any source.
movement. You can use this feature three times, regaining all
The effects of your serum last for 1 minute.
spent uses after a short or long rest.
They end early if you are knocked unconscious. You otherwise
Arcane Explosives 13th cannot end the effects of the serum before the duration’s end.
You infuse a small string of warding magic into your bombs. Once you have drunk your serum, you must take a long rest before
Beginning at 13th level any creatures you designate are unaffected you can use it again. Should you drink a second dose of your
by your explosive’s splash damage. Additionally, your bombs are serum before you take a long rest, you gain its effects but must
considered magic for the purpose of overcoming resistances and make a Constitution saving throw against your serum save DC or
immunities to nonmagical weapons. become poisoned for the duration.
At 16th level, you gain 6 Mutation Points (MP) that you can spend
on yourself and an additional 6 MP that you can spend to give
Medical Specialist 3rd
allies mutations. The additional MPs can be divided between At 3rd level, you receive proficiency on Treat Injury and Craft
several allies. (Pharmaceutical) checks. If you are already proficient you gain a
+2 in that skill.
CORE RULEBOOK | 77
MAGE
Unlimited arcane power flows through you and all it takes is the
Will to summon it. As a Mage, you have learned to harness that
power and it is yours to command. Magic is your life, it infuses
your very cells and begs to be unleashed. You have the power to
create life... or destroy it with merely a word. You can alter reality
with a thought, or even create your own. Knowledge is power and
that is especially true for the Mage.
Class Features
As a Mage, you gain the following class features.
Hit Points
6 + your Constitution modifier
Increase your maximum number of HP by this number at
1st level and every Mage level thereafter.
Ability Augment
INTELLIGENCE OR CHARISMA
8 FREE
Proficiencies
Armor: None
Weapons:: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws
Intelligence, Charisma
Skills
Choose two from Arcana, Crafting, Deception,
Perception, Knowledge, Persuasion, and Religion
Equipment
The equipment you start with is purchased at the
end of character creation. The amount of Barter
Units (Bu) that you have available to purchase with
is determined by your background.
sPellcastinG 1st of prepared Spells can include six Spells of 1st or 2nd Level, in
any combination, chosen from your Repertoire. If you prepare the
An event in your past, or the DNA of your ancestor, left an indelible 1st-level spell Magic Missile, you can cast it using a 1st-level or
mark on you, infusing you with arcane magic. This font of magic, a 2nd-level slot. Casting the spell doesn’t remove it from your list
whatever its origin, fuels your spells. of prepared Spells.
You can change your list of prepared Spells when you finish a Long
cantriPs 1st Rest. Preparing a new list of Arcane Spells requires time spent
At 1st level, you know four cantrips of your choice from the Arcane studying what you must do to cast the spell: at least 1 minute per
spell list. You learn additional Arcane cantrips of your choice at Spell Level for each spell on your list.
higher levels, as shown in the Cantrips Known column of the Mage
table. sPellcastinG MethoD 1st
Every mage has the ability to cast spells, but the method of casting
rePertoire 1st is different for each mage. There are three primary spellcasting
At 1st level, you have a spell repertoire containing six 1st-level methods. Choose one. This becomes your spellcasting method.
Arcane Spells of your choice. Your repertoire is the repository of Verbal - Called Magicians, these mages need to speak the magic
the Arcane Spells which are fixed in your mind. words to activate a spell.
PreParinG anD castinG sPells 1st Focus - Called Wizards, these mages require an object to focus
their spell and cast it.
The Mage table shows how many Spell Slots you have to cast
Will - Called Sorcerers, these mages use the power of their mind to
your Spells of 1st level and higher. To cast one of these Spells,
summon the spell into being.
you must expend a slot of the spell’s level or higher. You regain all
expended Spell Slots when you finish a Long Rest. Some spells require more than one method to cast. For example,
the spell Power Word Stun requires the caster to verbalize the
You prepare the list of Arcane Spells that are available for you
word, even if their method is Focus or Will.
to cast. To do so, choose a number of Arcane Spells from your
Repertoire equal to your Intelligence modifier + your Mage level
(minimum of one spell). The Spells must be of a level for which sPellcastinG ability 1st
you have Spell Slots. Intelligence is your spellcasting ability for your Arcane spells, since
For example, if you’re a 3rd-level Mage, you have four 1st-level the power of your magic relies on your ability to project your will
and two 2nd-level Spell Slots. With an Intelligence of 16, your list into the world. You use your Intelligence whenever a spell refers
to your spellcasting ability. In addition, you use your Intelligence
CORE RULEBOOK | 79
modifier when setting the saving throw DC for a Mage spell you DISTANT SPELL. When you cast a spell that has a range of 5 feet
cast and when making an attack roll with one. or greater, you can spend 1 sorcery point to double the range of
the spell.
Spell save DC = 8 + your proficiency bonus + your Intelligence
modifier. When you cast a spell that has a range of touch, you can spend 1
sorcery point to make the range of the spell 30 feet.
Spell attack modifier = your proficiency bonus + your Intelligence
modifier EMPOWERED SPELL. When you roll damage for a spell, you can
spend 1 sorcery point to reroll a number of the damage dice up to
your Charisma modifier (minimum of one). You must use the new
Variant: Spellcasting Ability - Charisma rolls.
You can use Empowered Spell even if you have already used a
Some Pure Mages and Occultists let their emotions fuel different Metamagic option during the casting of the spell.
their spellcasting ability. Instead of Intelligence, you can use EXTENDED SPELL. When you cast a spell that has a duration of
Charisma as your spellcasting ability. 1 minute or longer, you can spend 1 sorcery point to double its
duration, to a maximum duration of 24 hours.
Ritual Casting 1st HEIGHTENED SPELL. When you cast a spell that forces a creature
to make a saving throw to resist its effects, you can spend 3
You can cast a mage spell as a ritual if that spell has the ritual tag. sorcery points to give one target of the spell disadvantage on its
You don’t need to have the spell prepared. first saving throw made against the spell.
Familiar 1st QUICKENED SPELL. When you cast a spell that has a casting time
of 1 action, you can spend 2 sorcery points to change the casting
You make a pact with creature that serves you and assists your time to 1 bonus action for this casting.
spellcasting. You gain a familiar (page 310).
SUBTLE SPELL. When you cast a spell, you can spend 1 sorcery
point to cast it without any somatic or verbal components.
Learning Spells of 1st level and Higher
TWINNED SPELL. When you cast a spell that targets only one
Each time you gain a Mage level, you can add two Arcane Spells of creature and doesn’t have a range of self, you can spend a number
your choice to your repertoire for free. Each of these Spells must of sorcery points equal to the spell’s level to target a second
be of a level for which you have Spell Slots, as shown on the Mage creature in range with the same spell (1 sorcery point if the spell
table. On your Adventures, you might find other Spells that you can is a cantrip).
add to your repertoire.
To be eligible, a spell must be incapable of targeting more than one
Arcane Affinity 2nd creature at the spell’s current level. For example, magic missile
and scorching ray aren’t eligible, but ray of frost and chromatic
Choose a sorcerous pursuits, which describes how you use orb are.
your innate magical power: Pure Mage, Tech Mage, Occultist or
Necromancer, all detailed at the end of the class description. Ability Score Improvement 5th
Your choice grants you features when you choose it at 2nd level When you reach 5th level, and again at 10th, 15th, and 20th level,
and again at 6th, 10th, 14th, and 20th level. you can increase one ability score of your choice by 2, or you can
increase two ability scores by 1. Your character can only improve
Skill Proficiency 2nd an ability score by 1 if it’s already 18 or above, or by 2 if it starts
At 2nd level and every even-level after, you can choose to become out below 18.
proficient in a new skill or increase your proficiency in a current
skill by +1. Race Traits 5th
In addition to the initial race traits you started with, you gain a race
General Feat 3rd trait at 5th, 9th, 13th, and 17th level. The list of race traits available
Starting at 3rd level, and again at 7th, 11th, 15th and 19th level, to you can be found in your race’s entry.
you can choose any General Feat as long as you qualify for it.
A Mage that combine technology and the arcane. All Tech Level 1 It takes a week to create an automaton. During this time you must
spells are available, including some special Tech Mage spells that labor for 8 hours a day. A character not actively working on the
are listed below. ritual must perform no other activities except eating, sleeping, or
talking. If you miss a day, the process fails, and the ritual must
UNIQUE TECH MAGE SPELLS begin anew. At the end of the period, you make an appropriate
Spell Level Name skill check for the Craft skill connected with the particular subtype
of automaton (DC 20). A failure indicates loss of the subject
Cantrips Electrical Extension, On and Off (requiring you to begin again) but no other penalty.
1st Data Wipe, Device Access, Power Simple Device,
Repair Minor Device You may create any number of automatons. However, when an
automaton perishes, its death deals 2d10 points of damage to
2nd Data Download, Redacted Photos
you, so caution is usually the by-word in automaton creation.
3rd Shutdown
4th Incognito Video Online Casting 14th
5th E.M.P., Repair Major Device At 14th level, you can cast spells through electronic devices,
including cameras, cell phones, and modems.
Machine Empathy 2nd If the spell requires the caster to be seen, then the target must see
the caster, if it requires the caster to be heard, then the target must
At 2nd Level, you are so comfortable with technology that you be able to hear the caster. Range is determined from the caster
gain a +2 bonus with any electronic or mechanical device, and in to the pick-up device (camera, keyboard, etc.) and then from the
addition may use any skill that involves technology untrained. device to its target. The space between keyboard and monitor, or
camera and screen, is not considered. You must be able to see
or otherwise be able to determine the location of his or her target
(“person at the keyboard” is a suitable target). Spells cast online
CORE RULEBOOK | 81
are less effective, such that the target gets a +4 circumstance
bonus on saving throws.
Banished 20th
At 20th level, when you hit a creature with an attack, you can use
Spell Bombardment 20th this feature to instantly transport the target through the lower
planes. The creature disappears and hurtles through a nightmare
Beginning at 20th level, the harmful energy of your spells landscape.
intensifies. When you roll damage for a spell and roll the highest
number possible on any of the dice, choose one of those dice, roll At the end of your next turn, the target returns to the space it
it again and add that roll to the damage. You can use the feature previously occupied, or the nearest unoccupied space. If the target
only once per turn. is not a fiend, it takes 10d10 psychic damage as it reels from its
horrific experience.
Occultist
Once you use this feature, you can’t use it again until you finish a
long rest.
Occultists are the stuff of dark secrecy and fell power, things of
legend and forbidden lore. They seek power through deals with
demons and use the pain of others to fuel their dark desires.
Necromancer
The Necromancer is the master of undeath. These Mages have
Occult Spells 2nd studied the living and the dead and have learned how to drain the
very life force from their victims.
Mages choosing the path of the Occultist abandon the purely
arcane method and lose access to the Arcane spell list. Now they
gain access to the spells in the Occult Spell list. Occult Spells 2nd
In your study of occult lore, you have unearthed eldritch invocations, Mages choosing the path of the Necromancer abandon the purely
fragments of forbidden knowledge that imbue you with an abiding arcane method and lose access to the Arcane spell list. Now they
magical ability. gain access to the spells in the Occult Spell list.
In your study of the undeath, you have unearthed eldritch
Devil’s Sight 2nd invocations, fragments of forbidden knowledge that imbue you
with a necromantic magical ability.
You can see normally in darkness, both magical and nonmagical,
to a distance of 120 feet.
Siphon 2nd
Fearsome Presence 2nd Starting at 2nd level, your touch can siphon the life force of others
to bolster your own. As an action, you can make a melee spell
Starting at 2nd level, you learn the ability to project the beguiling
attack against a living creature, dealing necrotic damage equal
and terrible presence. As an action, you can cause each creature
to 1d8 + your Intelligence modifier on a hit. You gain temporary
in a 10-foot cube originating from you to make a Wisdom saving
hit points equal to the amount of necrotic damage dealt. If this
throw against your Mage spell save DC. The creatures that fail
feature kills the creature, you gain twice as many temporary hit
their saving throws are all charmed or frightened by you (your
points from using this feature. The damage increases by 1d8
choice) until the end of your next turn. Once you use this feature,
when you reach 5th level (2d8), 11th level (3d8), and 17th level
you can’t use it again until you finish a short or long rest.
(4d8). You may use this feature a number of times equal to your
Charisma modifier(minimum one) and you regain all uses of this
Entropic Ward 6th feature at the end of a long rest.
At 6th level, you learn to magically ward yourself against attack
and to turn an enemy’s failed strike into good luck for yourself. Spontaneous Unburial 6th
When a creature makes an attack roll against you, you can use your Starting at 6th level, your understanding of necrotic and negative
reaction to impose disadvantage on that roll. If the attack misses energies allows you to raise the dead with ease. You may cast the
you, your next attack roll against the creature has advantage if you spell animate dead as an action and you do not require a corpse
make it before the end of your next turn. or pile of bones to do so; the skeleton or zombie will claw its way
Once you use this feature, you can’t use it again until you finish a up from underground and acts on your next turn. In addition, you
short or long rest. learn the spell animate dead.
everlastinG 20th
At 20th level, whenever you fall unconscious, you no longer lose
your senses, instead experiencing the world around you as a life-
like dream. At any moment whenever you are unconscious, you
can choose to sap energy from your surroundings, causing you
wake up and deal 1d4 necrotic damage to all non-construct, non-
undead creatures within 10 feet of you, gaining hit points equal to
the damage dealt. If no creatures are within 10 feet of you, you still
wake up, but only gain 1 hit point. Once you use this feature, you
can’t use it again until you finish a long rest.
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MARTIAL ARTIST
Perfect harmony of mind and body is the ultimate achievement for
the Martial Artist. You are aware, alert and focused. Your body is
your weapon and you have honed it to perfection. While your fists
are more than enough to defend yourself, you are also skilled with
various weapons including pistols, polearms, and swords. The
path to Enlightenment is no easy journey and you are prepared for
the adventure ahead.
Class Features
As a monk, you gain the following class features.
Hit Points
8 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Martial Artist
level thereafter.
Ability Augment
DEXTERITY OR STRENGTH
8 FREE
Proficiencies
Armor: None
Weapons:: Simple weapons, arming words
Tools:: Choose one type of artisan’s tools or one musical instrument
Saving Throws
Strength, Dexterity
Skills
Choose two from Intimidation, Athletics, Knowledge, Perception,
Religion, and Stealth
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
when your HP has hit 0 and regain 1 HP. connected by a short chain (called a nunchaku) or a sickle with a
shorter, straighter blade (called a kama). Whatever name you use
The GM can also award extra Heroic Actions for heroic deeds or
for a kata weapon, you can use the game statistics provided for
any other reason they see fit.
the weapon.
unarMoreD Defense 1st skill Proficiency 2nD
Beginning at 1st level, while you are wearing no armor and not
At 2nd level and every even-level after, you can choose to become
wielding a shield, your AC equals 10 + your Dexterity modifier
proficient in a new skill or increase your proficiency in a current
+ your Wisdom modifier.
skill by +1.
Martial arts 1st ki 2nD
At 1st level, your practice of martial arts gives you mastery of
Starting at 2nd level, your training allows you to harness the
combat styles that use unarmed strikes and kata weapons, which
mystic energy of ki. Your access to this energy is represented
are arming swords and any simple melee weapons that don’t have
by a number of ki points. Your Martial Artist level determines the
the two-handed or heavy property.
number of points you have, as shown in the Ki Points column of
the Martial Artist table.
Perfect self 1st
You can spend these points to fuel various ki features. You start
You gain the following benefits while you are unarmed or wielding knowing three such features: Flurry of Blows, Patient Defense, and
only monk weapons and you aren’t wearing armor or wielding a Step of the Wind. You learn more ki features as you gain levels in
shield: this class.
• You can use Dexterity instead of Strength for the attack and When you spend a ki point, it is unavailable until you finish a short
damage rolls of your unarmed strikes and monk weapons. or long rest, at the end of which you draw all of your expended ki
• You can roll a d4 in place of the normal damage of your unarmed back into yourself. You must spend at least 30 minutes of the rest
strike or monk weapon. This die changes as you gain monk levels, meditating to regain your ki points.
as shown in the Martial Arts column of the Martial Artist table. Some of your ki features require your target to make a saving throw
• When you use the Attack action with an unarmed strike or a to resist the feature’s effects. The saving throw DC is calculated
monk weapon on your turn, you can make one unarmed strike as follows:
as a bonus action. For example, if you take the Attack action and Ki save DC = 8 +your proficiency bonus + your Wisdom modifier
attack with a quarterstaff, you can also make an unarmed strike
as a bonus action, assuming you haven’t already taken a bonus
action this turn.
flurry of blows 2nD
Immediately after you take the Attack action on your turn, you can
Certain monasteries use specialized forms of the kata weapons.
spend 1 ki point to make two unarmed strikes as a bonus action.
For example, you might use a club that is two lengths of wood
CORE RULEBOOK | 85
Patient Defense 2nd Extra Attack 5th
You can spend 1 ki point to take the Dodge action as a bonus Beginning at 5th level, you can attack twice, instead of once,
action on your turn. whenever you take the Attack action on your turn.
Beginning at 4th level, you can use your reaction when you fall to
reduce any falling damage you take by an amount equal to five
Timeless Body 15th
times your Martial Artist level. At 15th level, your ki sustains you so that you suffer none of the
frailty of old age, and you can’t be aged magically. You can still die
Ability Score Improvement 5th of old age, however. In addition, you no longer need food or water.
When you reach 5th level, and again at 10th, 15th, and 20th level,
you can increase one ability score of your choice by 2, or you can
Empty Body 18th
increase two ability scores by 1. Your character can only improve Beginning at 18th level, you can use your action to spend 4 ki
an ability score by 1 if it’s already 18 or above, or by 2 if it starts points to become invisible for 1 minute. During that time, you also
out below 18. have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection
Race Traits 5th spell, without needing material components. When you do so, you
In addition to the initial race traits you started with, you gain a race can’t take any other creatures with you.
trait at 5th, 9th, 13th, and 17th level. The list of race traits available
to you can be found in your race’s entry.
Martial Style your ki save DC or takes bludgeoning damage equal to your monk
level and is knocked prone.
Ki-Unleashing Strike. Once on each of your turn, when you hit a
Warrior Monk creature with an unarmed strike, you can spend 1 ki to unleash a
blast of ki to knock down the target. The creature must succeed a
The Martial Artists who are warrior monks are steadfast defenders Strength saving throw against your ki save DC or is pushed up to
of truth and freedom, learning the arts of combat with more 10 feet away from you.
weapons than other monks, sharing a bond with these weapons
that is so strong that they can only be considered part of their Enlightened Warfare 17th
identity, their very being. At 17th level, any kata weapon you are wielding is considered to
have the finesse and reach property, if it does not have one already.
Bonus Proficiencies 3rd Additionally, whenever you hit a creature with the weapon bonded
When you choose this tradition at 3rd level, you gain proficiency to you with your Together As One feature, the target takes extra
in light armors. psychic damage equal to your Wisdom modifier (a minimum of 1).
CORE RULEBOOK | 87
or otherwise inconvenienced than you actually are. You can do arts die + your Dexterity or Strength bonus on a hit with them. You
this as a free action once during your turn whenever you drink can use a bonus action to make your Kata weapons deadlier. On a
something or start using your Stumbling Drunk class feature. hit, these attacks deal extra damage equal to your martial arts die.
You only gain this benefit once per turn.
Fire in the Belly 11th
At 11th level, you have become an adept drinker, and have learned Gun-Kata Defense 11th
to leech mystic sustenance from liquid substance. You may take At 11th level, you have perfected your form with your guns so that
the Use an Object action to drink from anything you are holding as your flurry of shots makes you and your allies harder to hit. If you
a bonus action. When you do this, can choose to become stumbling move 20 feet before you make a ranged weapon attack with your
drunk as part of this action, spending two ki points as normal. If Kata weapons, the next attack made against you is done with
you are already stumbling drunk, you may remain stumbling drunk disadvantage.
for another minute by spending a ki point. Additionally, you can spend 3 ki points when a creature makes
When you drink a healing potion, you may double the number of hit a ranged weapon attack against a creature that is friendly to
points you regain from consuming it, and if you drink something you to use deflect missile as you shoot the projectile, throwing
that offers some sort of temporary benefit, it lasts for twice as it off course or causing it to miss entirely. You must have the
long. ammunition available to be able to use this move.
You may also gain temporary hit points equal to your Martial Artist
level and regain two expended ki points when you drink something. Gun-Fu Master 17th
Once you gain them, you can’t do so again until you complete a Once you reach 17th level, you are able to channel your innate ki
short or a long rest. powers to empower your furious flurry of strikes. When you make
an attack with your Kata weapon, you can spend 4 ki points to
Drunken Master 17th cause that attack to deal additional damage equal to your Wisdom
modifier.
At 17th level, you have fully perfected the strange road to
Enlightenment you have taken, and now reap the rewards thereof.
When you are stumbling drunk or pretending to be, and suffer a
damage roll that would reduce you to 0 hit points, you may instead
use your reaction to suffer no damage and gain the prone condition.
Until you move or take any kind of visible action, you appear to be
unconscious and incapacitated. Doing this immediately ends your
stumbling drunken state.
Additionally, you gain twice as many temporary hit points and ki
points when using your Fire in the Belly class feature.
Class Features
As a modern soldier, you gain the following class features.
Hit Points
10 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Modern Soldier level thereafter.
Ability Augment
DEXTERITY
8 FREE
Proficiencies
Armor: light, medium and heavy
Weapons: simple, martial, longarms, sidearms
Tools: Gaming Set
Saving Throws
Dexterity, Constitution
Skills
Choose four Athletics, Craft, Computer Use, Demolitions, Drive,
Intimidate, Knowledge, Survival, Treat Injury, and Stealth
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
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MODERN SOLDIER Tactical Aid 4th
Level Proficiency Feats At 4th level, as a full-round action, you provide tactical aid to all
Bonus of your allies (including yourself) within sight and voice range of
1st +2 Background, Racial Trait, Personal your position. This use of tactical aid requires an action. This aid
Firearms Proficiency, Heroic Action provides a +1 competence bonus on attack rolls. The bonus lasts
2nd +2 Skill Prof, Weapon Focus for a number of rounds equal to one-half of your Soldier level,
3rd +2 General Feat, Specialist Feature rounded down.
4th +2 Skill Prof, Tactical Aid
5th +3 Racial Trait, Extra Attack, Ability Score
Extra Attack 5th
Improvement Beginning at 5th level, you can attack twice, instead of once,
6th +3 Skill Prof, Weapon Focus whenever you take the Attack action on your turn.
7th +3 General Feat, Specialist Feature The number of attacks increases to three when you reach 11th
8th +3 Skill Prof level in this class and to four when you reach 20th level in this
class.
9th +4 Racial Trait, Improved Reaction,
Weapon Specialization
10th +4 Skill Prof, Specialist feature, Ability Score
Ability Score Improvement 5th
Improvement, Heroic Action When you reach 5th level, and again at 10th, 15th, and 20th level,
11th +4 General Feat, Extra Attack (2) you can increase one ability score of your choice by 2, or you can
increase two ability scores by 1. Your character can only improve
12th +4 Skill Prof
an ability score by 1 if it’s already 18 or above, or by 2 if it starts
13th +5 Racial Trait, Improved Critical out below 18.
14th +5 Skill Prof
15th +5 General Feat, Specialist Feature, Ability Race Traits 5th
Score Improvement
In addition to the initial race traits you started with, you gain a race
16th +5 Skill Prof, Crit Mastery trait at 5th, 9th, 13th, and 17th level. The list of race traits available
17th +6 Racial Trait to you can be found in your race’s entry.
18th +6 Skill Prof, Specialist Feature
19th +6 General Feat Improved Reaction 9th
20th +6 Skill Prof, Extra Attack (3), Ability Score At 9th level, the soldier gains a +2 competence bonus on initiative
Improvement, Heroic Action checks.
Specialists
weapon.
Each time you use this feat, you must select a different weapon.
Starting at 7th level, you can make a flurry of ranged attacks with Each time you take this feat, you must select a different weapon.
a personal firearm at the expense of accuracy. You may make
one extra ranged attack with a personal firearm in a round at your
highest base attack bonus. This attack and each other attack
CORE RULEBOOK | 91
Strafe 15th CRAFT PHARMACEUTICAL
At 15th level, when using a firearm on auto-fire, you can affect an Item Craft DC Time Cost
area four 5-foot squares long and one square wide (that is, any Antitoxin 15 1 hour 25 Bu
four squares in a straight line). Healing Serum 1 10 1 day 10 Bu
A firearm on auto-fire normally affects a 1 0-foot-by-10-foot area. Healing Serum II 15 3 days 75 Bu
Healing Serum III 20 1 week 300 Bu
Class Features
As a Operative, you have the following class features.
Hit Points
8 + your Constitution modifier
Increase your maximum number of HP by this
number at 1st level and every Operative level
thereafter.
Ability Augment
DEXTERITY
8 FREE
Proficiencies
Armor: Light armor
Weapons:: Simple weapons, hand crossbows, longswords,
rapiers, arming words, sidearms
Tools: Thieves’ tools, Evidence kit
Saving Throws
Dexterity, Intelligence
Skills
Choose any four.
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
CORE RULEBOOK | 93
SECRET AGENT Spy Talk 1st
Level Proficiency Sneak Feats During your Operative training you learned Spy Talk, a secret mix
Bonus Attack of dialect, jargon, and code that allows you to hide messages in
1st +2 1d6 Background, Racial Trait, seemingly normal conversation. Only another creature that knows
Expertise, Sneak Attack, Spy spy talk understands such messages. It takes four times longer
Talk, Heroic Action to convey such a message than it does to speak the same idea
2nd +2 1d6 Skill Prof, Cunning Action plainly.
3rd +2 2d6 Skill Prof , General Feat, In addition, you understand a set of secret signs and symbols
Profession used to convey short, simple messages, such as whether an area
4th +2 2d6 Skill Prof, Shadow Step is dangerous or the territory of a thieves’ guild, whether loot is
5th +3 3d6 Skill Prof, Racial Trait, nearby, or whether the people in an area are easy marks or will
Uncanny Dodge, Ability Score provide a safe house for thieves on the run.
Improvement
6th +3 3d6 Skill Prof, Expertise Skill Proficiency 2nd
7th +3 4d6 Skill Prof, General Feat, Evasion At 2nd level and every level after, you can choose to become
8th +3 4d6 Skill Prof proficient in a new skill or increase your proficiency in a current
9th +4 5d6 Skill Prof, Racial Trait, skill by +1.
Profession Feature
10th +4 5d6 Skill Prof, Ability Score Cunning Action 2nd
Improvement, Heroic Action Starting at 2nd level, your quick thinking and agility allow you to
11th +4 6d6 Skill Prof, General Feat, Reliable move and act quickly. You can take a bonus action on each of your
Talent turns in combat. This action can be used only to take the Dash,
12th +4 6d6 Skill Prof Disengage, or Hide action.
13th +5 7d6 Skill Prof, Racial Trait,
Profession Feature General Feat 3rd
14th +5 7d6 Skill Prof, Blindsense Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
15th +5 8d6 Skill Prof, General Feat, Slippery you can choose any General Feat as long as you qualify for it.
Mind, Ability Score Improvement
16th +5 8d6 Skill Prof Profession 3rd
17th +6 9d6 Skill Prof, Racial Trait, At 3rd level, you choose a profession that you emulate in the
Profession Feature exercise of your Operative abilities: Investigator, Renegade or
18th +6 9d6 Skill Prof, Elusive Infiltrator, all detailed at the end of the class description. Your
profession choice grants you features at 3rd level and then again
19th +6 10d6 Skill Prof, General Feat
at 9th, 13th, and 17th level.
20th +6 10d6 Skill Prof, Stroke of Luck, Ability
Score Improvement, Heroic
Action
Shadow Step 4th
At 4th level, you gain the ability to step from one shadow into
another. When you are in dim light or darkness, as a bonus action
Expertise 1st you can teleport up to 25 feet to an unoccupied space you can see
At 1st level, choose two of your skill proficiencies, or one of your that is also in dim light or darkness. You then have advantage on
skill proficiencies and your proficiency with thieves’ tools. Your the first melee attack you make before the end of the turn.
proficiency bonus is doubled for any ability check you make that
uses either of the chosen proficiencies. Ability Score Improvement 5th
At 6th level, you can choose two more of your proficiencies (in When you reach 5th level, and again at 10th, 15th, and 20th level,
skills or with thieves’ tools) to gain this benefit. you can increase one ability score of your choice by 2, or you can
increase two ability scores by 1. Your character can only improve
Sneak Attack 1st an ability score by 1 if it’s already 18 or above, or by 2 if it starts
out below 18.
Beginning at 1st level, you know how to strike subtly and exploit a
foe’s distraction. Once per turn, you can deal an extra 1d6 damage
to one creature you hit with an attack if you have advantage on
Race Traits 5th
the attack roll. The attack must use a finesse or a ranged weapon. In addition to the initial race traits you started with, you gain a race
trait at 5th, 9th, 13th, and 17th level. The list of race traits available
You don’t need advantage on the attack roll if another enemy of
to you can be found in your race’s entry.
the target is within 5 feet of it, that enemy isn’t incapacitated, and
you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in
Uncanny Dodge 5th
this class, as shown in the Sneak Attack column of the Operative Starting at 5th level, when an attacker that you can see hits you
table. with an attack, you can use your reaction to halve the attack’s
damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of Creative Solutions 3rd
certain area effects, such as a red dragon’s fiery breath or an ice
storm spell. When you are subjected to an effect that allows you Starting at 3rd level, when you make an active ability check (that is,
to make a Dexterity saving throw to take only half damage, you one that comes from your action), you may state a creative idea for
instead take no damage if you succeed on the saving throw, and how to do it. If the GM allows it, you may then use your intelligence
only half damage if you fail. modifier instead of the ordinary modifier for that check. If the
ordinary modifier is negative, you use both. This is in addition to
Reliable Talent 11th any advantage the GM would have given you for the idea without
this feature. You can use this for only one underlying ability score
By 11th level, you have refined your chosen skills until they per long rest, and the number of times depends on the underlying
approach perfection. Whenever you make an ability check that ability score:
lets you add your proficiency bonus, you can treat a d20 roll of 9
Wisdom: Twice intelligence modifier
or lower as a 10.
Dexterity: Intelligence modifier
Blindsense 14th Strength: Once (using leverage, etc.)
Starting at 14th level, if you are able to hear, you are aware of the Con or Charisma: Once, but if you attempt it and the GM does not
location of any hidden or invisible creature within 10 feet of you. allow your idea, subtract your intelligence modifier from the ability
check.
Slippery Mind 15th
By 15th level, you have acquired greater mental strength. You gain Detective’s Expertise 3rd
proficiency in Wisdom and Intelligence saving throws. At the 3rd level, you gain proficiency in the Perception (Investigate)
skill, and your proficiency bonus is doubled for any ability check
Elusive 18th that uses this skill.
Beginning at 18th level, you are so evasive that attackers rarely
gain the upper hand against you. No attack roll has advantage Preparation 9th
against you while you aren’t incapacitated. At 9th level, whenever you take the dodge action, you may name
one ability score aside from dexterity. You gain advantage on
Stroke of Luck 20th saving throws in the chosen ability as long as you maintain
concentration, for up to 1 minute. Outside of combat, this gives you
At 20th level, you have an uncanny knack for succeeding when you
advantage on all saving throws and checks against illusion spells,
need to. If your attack misses a target within range, you can turn
as long as you are not poisoned, exhausted, or drunk. Illusions you
the miss into a hit. Alternatively, if you fail an ability check, you can
perceive that would not normally allow you a saving throw give
treat the d20 roll as a 20.
you a saving throw at disadvantage to note their illusory nature.
Once you use this feature, you can’t use it again until you finish a
short or long rest. Detective 13th
Starting at 13th level, you may make an investigation check
Profession against a creature you can observe. The creature rolls to set the
DC of this investigation check, as described below. If you succeed,
the GM tells you some weakness of this creature. There are two
Investigator
situations where this applies:
Combat investigation: The creature uses their main attack skill as
Not all Operative work against the law. Investigators use their skills a modifier on the DC roll. If your investigation succeeds, the GM
to serve the law, often in the employ of wealthy clients or in the may choose from the following options:
pursuit of noble causes. Often an investigator is a free agent who Tell: You notice some subtle quirk of their attacks. You gain +2 AC
pursues whatever mysteries come across their path. Of course, for any attacks from this creature, and the first time you hit them
not all investigators serve the law. Crime lords often have squads with a sneak attack using this knowledge, they get disadvantage
of investigators serving their own nefarious purposes. on all melee attacks until next turn.
Jargon 3rd Goals: You can deduce something about their combat plans. You
learn something about a special attack or movement ability that
At 3rd level, you may replace your knowledge of Spy Talk with they have but which you haven’t directly observed. This might also
two forms of professional jargon. You can convince members give you some other piece of information that is not otherwise
of the chosen professions that you are familiar with their work, obvious, such as “the creature is trying to move the party away
as if you had practiced it; unless they have some reason to be from its young, which are hidden in that direction”, “this person
suspicious (such as your lack of necessary physical attributes), expects reinforcements to arrive soon”, “this spellcaster has spell
they will believe you are one of them. You may also use this ability X prepared”, or “this person knows there is a secret door in that
on the general public. Finally, you may deliberately say things wall”.
that seem like professional jargon to the general public, but have
Weakness: Your sneak attacks against the creature are critical on
a different meaning, or are obviously joking nonsense, to those
an 18 or above. If your sneak attack damages them at all, they
knowledgeable in the profession. You may use this to convey
have disadvantage on any concentration checks.
a message secretly, as with Spy Talk, if the listener makes an
CORE RULEBOOK | 95
Social investigation: The target uses a deception roll to set the
DC. This observation takes at least 1d10 rounds minus your Infiltrator (TL 1)
intelligence modifier, with a minimum of 1 round. You learn a
fact about the target, which you may use to add your intelligence An infiltrator can break into places others wouldn’t dream of,
modifier to charisma-based ability checks against them. If you find what it’s looking for, and get back out again while eluding
can communicate with an ally without the target’s knowledge, or evading anyone who would try to stop him. An infiltrator is a
you may pass this knowledge of the target’s weakness to the master of stealth, breaking and entering, and second—story work.
ally, and thus the ally may use this ability, using the average (half
the sum) of their intelligence modifier and yours. Facts might be Bonus Proficiencies 3rd
something the target feels guilty about or doesn’t want others to When you choose this discipline at 3rd level, you gain proficiency
know; something they particularly value or are a sucker for; some with the disguise kit and hacking tools.
particular interest of theirs; etc.
A special kind of Operative, dissatisfied with the established order Infiltration Adept 9th
looking to change the balance of power through a more direct
At 9th level, you have a number of infiltration dice equal to your
approach.
Dexterity modifier, which are d8s. You regain all of your expended
infiltration dice when you finish a long or short rest. You can
Bonus Proficiencies 3rd expend an infiltration dice and add it to the result for the following
You gain proficiency in Martial ranged weapons. checks after you roll, but before the DM says whether the roll
succeeds or fails.
Brazen Attack 3rd Whenever you make a Dexterity (Stealth) check.
Starting at 3rd level, you can use a bonus action before attacking, Whenever you make an attack roll while hiding.
to cause your next sneak attack damage roll to affect a second
creature if your roll would hit that creature as well. Doing so will Whenever you make a check using, disarming or repairing an
cause your sneak attack damage to be split in-half between the 2 electronic or mechanical device.
affected creatures.
Engineering 13th
I Have Ways... 9th At 13th level, you understand how machines and electronic devices
Starting at 9th level, you always know what time it is currently and work. You gain advantage on checks to use, disarm or repair an
can determine precise timings. Additionally, if you are trying to get electronic or mechanical devices.
information out of a creature you can choose to roll a Treat Injury Additionally, when you fail to deactivate a trap, explosive or alarm,
check to attempt to torture the information out if them. After you you can use your reaction to avoid triggering the effect (activating
roll your check they must make a Constitution or Charisma saving the trap, detonate an explosive or trigger an alarm). You can use
throw with the total of your Treat Injury check as the DC. this feature once per short or long rest.
Class Features
As a Psionic, you gain the following class features.
Hit Points
8 + your Constitution modifier
Increase your maximum number of HP by this number at
1st level and every Psionic level thereafter.
Ability Augment
INTELLIGENCE
8 FREE
Proficiencies
Armor: None
Weapons:: Simple weapons, sidearms
Tools: None
Saving Throws
Intelligence, Wisdom
Skills
Choose two from Arcana, Perception, Animal Handling, Treat
Injury, Occultism, and Religion
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
CORE RULEBOOK | 97
The GM can also award extra Heroic Actions for heroic deeds or
PSIONIC
any other reason they see fit.
Level Proficiency Feats Powers Psi
Psionic Ability 1st 1st
Bonus
+2 Background, Racial Trait,
Known Points
2 4
You gain access to the Common psionic powers listed on the Psionic Ability, Animal
Table: Psionic Powers. Intelligence is your ability for your psionic Companion, Heroic Action
powers. You use your Intelligence modifier when setting the 2nd +2 Skill Prof, Telepathy 3 8
saving throw DC for a psychic discipline or when making an attack
3rd +2 General Feat, Psychic 4 12
roll with one.
Discipline
Save DC = 8 + your proficiency bonus + your Int modifier 4th +2 Skill Prof 5 16
Attack modifier = your proficiency bonus + your Int modifier 5th +3 Racial Trait, 6 20
Psychic Infusion (1d8)
Animal Companion 1st Ability Score Improvement
Your mental powers gain you the service of a young animal 6th +3 Skill Prof, Psychic 7 24
Discipline Feature
companion that travels with you and obeys psychic commands as
best as it can. See Animal Companions on page 310. 7th +3 General Feat 8 28
8th +3 Skill Prof, Devouring Will 9 32
Skill Proficiency 2nd 9th +4 Racial Trait 10 36
At 2nd level and every even-level after, you can choose to become 10th +4 Skill Prof, Psychic Discipline 11 40
proficient in a new skill or increase your proficiency in a current Feature, Ability Score
skill by +1. Improvement, Heroic Action
11th +4 General Feat 12 44
Telepathy 2nd 12th +4 Skill Prof, Psychic Infusion 13 48
At 2nd level, your mind awakens to the ability to communicate via (2d8)
telepathy. You can telepathically speak to any creature you can 13th +5 Racial Trait 14 52
see within 120 feet of you in this manner. You don’t need to share 14th +5 Skill Prof, Psychic 15 56
a language with the creature for it to understand your telepathic Discipline Feature
messages, but the creature must be able to understand at least 15th +5 General Feat, 16 60
one language or be telepathic itself. Ability Score Improvement
16th +5 Skill Prof 17 64
Psychic Discipline 3rd 17th +6 Racial Trait 18 68
At 3rd level, you choose a discipline that you aspire to master, 18th +6 Skill Prof, Psychic 19 72
Telepath, Battle Mind or Mystic all detailed at the end of the class Discipline Feature,
description. Your discipline grants you features at 3rd level and
19th +6 General Feat 20 76
then again at 6th, 10th, 14th and 18th level.
20th +6 Skill Prof, Transcendent, 21 80
General Feat 3rd Ability Score Improvement,
Heroic Action
Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
you can choose any General Feat as long as you qualify for it.
Devouring Will 8th
Ability Score Improvement 5th At 8th level, you gain the ability to sacrifice your physical durability
When you reach 5th level, and again at 10th, 15th, and 20th level, in exchange for psionic power. When activating a psionic power,
you can increase one ability score of your choice by 2, or you can you can pay its psi point cost with your hit points, instead of using
increase two ability scores by 1. Your character can only improve any psi points. Your current hit points and hit point maximum
an ability score by 1 if it’s already 18 or above, or by 2 if it starts are both reduced by the number of hit points you spend. This
out below 18. reduction can’t be lessened in any way, and the reduction to your
hit point maximum lasts until you finish a long rest. Once you use
Race Traits 5th this feature, you can’t use it again until you finish a long rest.
In addition to the initial race traits you started with, you gain a race
trait at 5th, 9th, 13th, and 17th level. The list of race traits available
Transcendent 20th
to you can be found in your race’s entry. At 20th level, your mastery of psionic power causes your mind to
transcend the body. Your physical form is infused with psionic
Psychic Infusion 5th energy. You gain the following benefits:
At 5th level, you gain the ability to infuse your weapon attacks with • You gain resistance to ballistic, bludgeoning, piercing, and
psychic energy. Once on each of your turns when you hit a creature slashing damage.
with a weapon, you can deal an extra 1d8 psychic damage to that • You no longer age.
target. When you reach 12th level, this extra damage increases to
2d8. In addition, you add your Intelligence modifier to any damage • You are immune to disease, poison damage, and the poisoned
roll you make for a psionic talent. condition.
Psychic Disciplines cannot use this feature again until you finish a short or long rest.
Each discipline gives you access to a different set of psionic Maximize Power 18th
powers; see table Psionic Powers at the end of this section. All At 18th level, you learn to manifest psionic powers to maximum
disciplines have access to the Common powers. effect. All variable, numeric effects of a maximized power
automatically achieve their maximum values. A maximized power
Telepath deals the most possible points of damage, affects the maximum
number of targets, and so forth, as appropriate. Saving throws
and opposed checks are not affected. Powers without random
The telepath is a Psionic that uses their vast mental powers
variables are not affected.
for teleportation, telekineses, mind manipulation, and psychic
domination. They are the elite mental powerhouse. A maximized power costs a number of Psi Points equal to its
normal cost +6.
Psicraft 3rd
Use this skill to identify psionic powers as they manifest or psionic
effects already in place.
Battle Mind
A battle mind has honed their mental acuity for pure destruction.
Psionic Investigation 3rd Psychic blades and blasts of pure psychic power are at the
forefront of their fearsome repertoire.
Starting at 3rd level, you can focus your mind to read the psionic
imprint left on an object. If you hold an object and concentrate on
it for 10 minutes (as if concentrating on a psionic discipline), you Psi-Blade 3rd
learn a few basic facts about it. You gain a mental image from the Upon choosing Battle Mind, you gain the ability to manifest a
object’s point of view, showing the last creature to hold the object blade of psychic energy. As a bonus action, you create scintillating
within the past 24 hours. knives of energy that project from both of your fists. You can’t hold
You also learn of any events that have occurred within 20 feet of anything in your hands while manifesting these blades. You can
the object within the past hour. The events you perceive unfold dismiss them as a bonus action. For you, a psi-blade is a martial
from the object’s perspective. You see and hear such events as if melee weapon with the light and finesse properties. It deals 1d8
you were there, but can’t use other senses. psychic damage on a hit. As a bonus action, you can prepare
to use the blades to parry; you gain a +2 bonus to AC until the
Additionally, you can embed an intangible psionic sensor within start of your next turn or until you are incapacitated. At 7th level,
the object. For the next 24 hours, you can use an action to learn the psi-blade gains a +1 enhancement bonus. At 11th level the
the object’s location relative to you (its distance and direction) and enhancement bonus improves to +2. At 14th level, it improves to
to look at the object’s surroundings from its point of view as if you +3, and at 17th level it improves to +4. You can apply the Weapon
were there. This perception lasts until the start of your next turn. Focus feat to the psi-blade.
Once you use this feature, you can’t use it again until you finish a
short or long rest. Psychic Shield 3rd
Upon choosing Battle Mind, you can manifest a shield of psychic
Trigger Power 6th energy, outlining your body in a barely perceptible glowing nimbus
At 6th, 9th, and 14th level, you choose one psionic power that you that provides a +3 bonus to AC. The shield can be manifested as
can attempt to manifest for no Psi Point cost. a move action, and it lasts for a number of rounds equal to your
level or until you will it to dissipate. You can create another shield
At each of these levels, you select one 1 psi, 2 psi, 3 psi or 4 psi
on your next move action, as long as your Psi Point reserve is 1 or
power you can use. From that point on, you can attempt to trigger
more.
that power without paying its cost. To trigger a power, you must
have enough Psi Points to cover the normal cost of the power
manifestation. Then, make an ability check appropriate to the Consumptive Knife 6th
power. If you succeed at the ability check, the power manifests Starting at 6th level, whenever you slay an enemy creature with a
with no cost in power points. If the check fails, you pay the Psi psi-blade attack, you immediately regain 2 psi points.
Point cost and the power manifests.
DCs for the ability check depend on the number of the Psi Points Improved Psi-Blade 10th
the power costs: 1 psi, DC 11; 2 psi, DC 13; 3 psi, DC 15; and 4 psi, At 10th level, your psi-blade increases in damage capability. It now
DC 17. deals 2d8 points of psychic damage on a successful attack.
CORE RULEBOOK | 99
your psi-blade. Treat the target’s AC as 10 against this attack,
regardless of the target’s actual AC.
Mystic
Mystics have transcended the mortal and delve into the etherial
with powers that shape creation. Healing and elemental forces
are at their beck and call. Such Psionics bring life and death with
equal ease.
Class Features
As a ranger, you gain the following class features.
Hit Points
10 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Sharpshooter level thereafter.
Ability Augment
DEXTERITY
8 FREE
Proficiencies
Armor:: Light armor, medium armor, shields
Weapons:: Simple weapons, martial weapons, longarms
Tools: None
Saving Throws
Strength, Dexterity
Skills
Choose three from Animal Handling, Athletics, Knowledge, Nature,
Perception, Stealth, and Survival
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
when your HP has hit 0 and regain 1 HP. the following benefits:
The GM can also award extra Heroic Actions for heroic deeds or • Difficult terrain doesn’t slow your group’s travel.
any other reason they see fit.
• Your group can’t become lost except by magical means.
favoreD eneMy 1st • Even when you are engaged in another activity while traveling
(such as foraging, navigating, or tracking), you remain alert to
Beginning at 1st level, you have significant experience studying, danger.
tracking, hunting, and even talking to a certain type of enemy.
• If you are traveling alone, you can move stealthily at a normal
Choose a type of favored enemy: aberrations, beasts, celestials, pace.
constructs, dragons, elementals, fiends, giants, monstrosities,
oozes, plants, or undead. Alternatively, you can select two races of • When you forage, you find twice as much food as you normally
humanoid (such as elves and orcs) as favored enemies. would.
You have advantage on Wisdom (Survival) checks to track your • While tracking other creatures, you also learn their exact number,
favored enemies, as well as on Intelligence checks to recall their sizes, and how long ago they passed through the area.
information about them. You choose additional favored terrain types at 6th and 10th level.
When you gain this feature, you also learn one language of your
choice that is spoken by your favored enemies, if they speak one fiGhtinG style 2nD
at all. At 2nd level, you adopt a particular style of fighting as your
You choose one additional favored enemy, as well as an associated specialty. Choose one of the following options. You can’t take
language, at 6th and 14th level. As you gain levels, your choices a Fighting Style option more than once, even if you later get to
should reflect the types of monsters you have encountered on choose again.
your adventures. Shooter. You gain a +2 bonus to attack rolls you make with ranged
weapons.
natural exPlorer 1st Defense. While you are wearing armor, you gain a +1 bonus to AC.
You are particularly familiar with one type of natural environment
Dueling. When you are wielding a melee weapon in one hand and
and are adept at traveling and surviving in such regions. Choose
no other weapons, you gain a +2 bonus to damage rolls with that
one type of favored terrain: arctic, coast, desert, forest, grassland,
weapon.
mountain, or swamp. When you make an Intelligence or Wisdom
check related to your favored terrain, your proficiency bonus is Two-Weapon Fighting . When you engage in two weapon fighting,
doubled if you are using a skill that you’re proficient in. you can add your ability modifier to the damage of the second
attack.
While traveling for an hour or more in your favored terrain, you gain
At 3rd level, Nothing is more surprising than an arrow flying at you • Attacking at long range doesn’t impose disadvantage on your
when you can’t see the shooter. If you are hidden from your target, firearm attack rolls.
your ranged weapon attacks can score a critical hit on a roll of 18 • Your firearm weapon attacks ignore half cover and three-
or higher. quarters cover.
• Before you make an attack with a firearm that you are proficient
Snares 7th with, you can choose to take a -5 penalty to the attack roll. If the
At 7th level. You can create snares. You know how to create four attack hits, you add +10 to the attack’s damage.
snares. It takes one 1 min and 50 Bu to create a snare A snare is
built within a single 5-foot square. Once constructed, it can’t be Silent Shot 3rd
moved without destroying (and often triggering) the snare.
At 3rd level, you can mentally silence the sound of your firearm’s
Unless stated otherwise in a snare’s description, when a Small or gunshot. You can use this ability a number of times based on your
larger creature enters a snare’s square, the snare’s effect occurs Sharpshooter level. You regain all spend uses after a long rest.
and then the snare is destroyed.
Warning Snare: Using materials specific to the area, you connect Evasion 7th
a sound‑making component to a trip wire or a pressure plate. At 7th level, you let nothing escape their watchful eyes, and are an
Its subtle sound blends into ambient noise. You can detect this expert at dodging wide area attacks, such as a storm of bullets or
sound as long as you’re within 1,000 feet of the snare and aren’t acidic waves. When you are subjected to an effect that allows you
prevented from hearing it. Other creatures in that area who are to make a Dexterity saving throw to take only half damage, you
searching might notice the sound if their Perception check instead take no damage if you succeed.
exceeds the DC 20.
Spike Snare: This basic snare consists of hidden spikes that rely
Class Features
As a Silvertongue, you gain the following class features.
Hit Points
6 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Silvertongue level thereafter.
Ability Augment
CHARISMA
8 FREE
Proficiencies
Armor: None
Weapons: Simple weapons, sidearms
Tools: Forgery kit, Disguise kit
Saving Throws
Charisma, Dexterity
Skills
Choose any two
Equipment
The equipment you start with is purchased at the
end of character creation. The amount of Barter
Units (Bu) that you have available to purchase with
is determined by your background.
Persuasiveness your proficiency bonus to their AC, attack rolls, and damage rolls,
and your level to their HP.
Politician Mentalist
Extremely charming individuals who excel at convincing others to A mentalist is extremely well versed in human nature, and is
support them, and leading their supporters to victory, even if they adept at predicting people, and how they think. And if they cannot
aren’t actually doing much work. predict, they use their psionic powers to force their will on others.
reinviGorateD 18th
By 18th level, you are accustomed to long fights. As a bonus
action, you can gain temporary hit points equal to double your
commander level that last for a minute. You regain use of this
feature after you finish a short or long rest.
Class Features
As a Templar you gain the following class features.
Hit Points
10 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level
and every Templar level thereafter.
Ability Augment
STRENGTH
8 FREE
Proficiencies
Armor: All armor, shields
Weapons:
Simple weapons
martial weapons
Tools: None
Saving Throws
Wisdom, Charisma
Skills
Choose two from Athletics, Perception, Intimidation,
Treat Injury, Persuasion, Occultism and Religion.
Equipment
The equipment you start with is purchased at the end of character
creation. The amount of Barter Units (Bu) that you have available
to purchase with is determined by your background.
Your blessed touch can heal wounds. You have a pool of healing DEFENSE. While you are wearing armor, you gain a +1 bonus to AC.
power that replenishes when you take a long rest. With that pool, DUELING. When you are wielding a melee weapon in one hand and
you can restore a total number of hit points equal to your Templar no other weapons, you gain a +2 bonus to damage rolls with that
level × 5. weapon.
As an action, you can touch a creature and draw power from the GREAT WEAPON FIGHTING. When you roll a 1 or 2 on a damage die
pool to restore a number of hit points to that creature, up to the for an attack you make with a melee weapon that you are wielding
maximum amount remaining in your pool. with two hands, you can reroll the die and must use the new roll.
Alternatively, you can expend 5 hit points from your pool of healing The weapon must have the two handed or versatile property for
to cure the target of one disease or neutralize one poison affecting you to gain this benefit.
it. You can cure multiple diseases and neutralize multiple poisons PROTECTION. When a creature you can see attacks a target other
with a single use of Lay on Hands, expending hit points separately than you that is within 5 feet of you, you can use your reaction to
for each one. impose disadvantage on the attack roll. You must be wielding a
This feature has no effect on undead and constructs. shield.
At 18th level, the range of this aura increases to 30 feet. • You gain 2 temporary Hit Point per Templar level.
The Evil Oath binds a Templar to the powers of darkness. Dark Resistance 15th
Sometimes called revers, dread knights, or unholy warriors, these At 15th level, you gain resistance to bludgeoning, piercing, slashing
Dark Templar embody evil. They hold themselves to the highest and ballistic damage from nonmagical weapons
standards of martial perfection and devotion to their dark deities.
Many who swear this oath are devoted to gods of chaos and evil
and use their gods’ tenets as the measure of their devotion. They
Dread Lord 20th
hold devils—the divine embodiment of evil—as their ideals, and At 20th-level, you can, as an action, surround yourself with an aura
incorporate images of demonic wings and horns into their helmets of gloom that lasts for 1 minute. The aura reduces any bright light
or coats of arms. in a 30-foot radius around you to dim light. Whenever an enemy
that is frightened by you starts its turn in the aura, it takes 4d10
Evil Oath Spells 3rd psychic damage. Additionally, you and creatures you choose in the
aura are draped in deeper shadow.
You gain access to the Occult spell list.
Creatures that rely on sight have disadvantage on attack rolls
Baleful Touch 3rd against creatures draped in this shadow. While the aura lasts, you
can use a bonus action on your turn to cause the shadows in the
Upon choosing this Oath at level 3, you can no longer use Lay aura to attack one creature. You make a melee spell attack against
on Hands on another creature. You can still use it on yourself, the target. If the attack hits, the target takes necrotic damage
however. As an action you may attempt to touch a target and draw equal to 3d10 + your Wisdom modifier.
on the negative forces and cast bestow curse. Using this action
After activating the aura, you can’t do so again until your finish a
consumes 1 spell slot.
long rest.
Also, damage dealt by your Smite class feature is dealt as necrotic,
not radiant.
Class Features
As a warrior, you gain the following class features.
Hit Points
10 + your Constitution modifier
Increase your maximum number of HP by this
number at 1st level and every Warrior
level thereafter.
Ability Augment
STRENGTH OR DEXTERITY
8 FREE
Proficiencies
Armor:: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:: None
Saving Throws
Strength, Constitution
Skills
Choose two skills from, Animal
Handling, Athletics, Craft, Knowledge,
Intimidation, Perception, and Survival.
Equipment
The equipment you start with is purchased at the
end of character creation. The amount of
Barter Units (Bu) that you have available
to purchase with is determined by your
background.
Militant Occupation target a number of feet equal to 5 times your strength modifier on
a failed roll.
Man-at-Arms Superiority Dice. You have four superiority dice, which are d8s. A
superiority die is expended when you use it. You regain all of your
The classic Warrior is the man-at-arms. Strong, courageous, and expended superiority dice when you finish a short or long rest.
a master of blades. These individuals are the definition of what a You gain another superiority die at 7th level and one more at 15th
true Warrior is. level.
Overflowing Strength 3rd Saving Throws. Some of your maneuvers require your target to
make a saving throw to resist the maneuver’s effects. The saving
Starting at 3rd level you can use your strength modifier for all types throw DC is calculated as follows:
of weapons, even ranged weapons. You also have double carrying
Maneuver save DC = 8 + your proficiency bonus + your Strength or
capacity and have easy access to any weapon you are carrying.
Dexterity modifier (your choice)
Dauntless 10th
At 10th level, your maneuvers are able to push you through the
toughest conditions. When you use a maneuver on your turn, you
can end one effect on yourself that is causing you to be frightened
or poisoned. Additionally, when you use the superiority option
of your maneuvers, your movement ignores difficult terrain for 1
minute.
Athlete
Athletes include amateur athletes of Olympic quality and
professional athletes of all types, including gymnasts, weight
trainers, wrestlers, boxers, martial artists, swimmers, skaters, and
those who engage in any type of competitive sport.
Available Barter units: 300 Bu
skill Proficiencies
(choose two): Athletics, Intimidation, Drive, Performance and
Stealth
ability auGMents
STRENGTH OR DEXTERITY
FREE
Blue Collar
Blue collar occupations include factory work, food service jobs,
construction, service industry jobs, taxi drivers, postal workers,
and other jobs that are usually not considered to be desk jobs.
Available Barter units: 200 Bu
skill Proficiencies
(choose two): Craft (electronic, mechanical or structural), Athletics,
Drive, Animal Handling, Repair and Disable Device
tool Proficiencies
(choose two): carpenter’s tools, smith’s tools, brewer’s supplies,
glassbolower’s tools, woodcarver’s tools
ability auGMents
INTELLIGENCE OR WISDOM
FREE
tool Proficiencies
One type of professional tools
ability auGMents
DEXTERITY OR WISDOM
FREE
Military
War has been your life for as long as you care to remember.
You trained as a youth, studied the use of weapons and armor,
learned basic survival techniques, including how to stay alive on
the battlefield. You might have been part of a standing national
army or a mercenary company, or perhaps a member of a local
militia who rose to prominence during a recent war. When you
choose this background, work with your GM to determine which
military organization you were a part of, how far through its ranks
you progressed, and what kind of experiences you had during your
military career.
Available Barter units: 250 Bu
skill Proficiencies
(choose two): Athletics, Intimidation, Drive, Disable Device, Drive,
Demolitions, Repair and Survival
tool Proficiencies
(choose two): One type of gaming set, brewers supplies, first aid
kit and demolition kit
ability auGMents
bonus feat CONSTITUTION OR STRENGTH
Combat Martial Arts, Light Armor Proficiency or Sidearm
Proficiency FREE
Personality Traits
Give your character two personality traits. Personality traits are
small, simple ways to help you set your character apart from every
other character. Your personality traits should tell you something
interesting and fun about your character. They should be self-
descriptions that are specific about what makes your character
stand out. “I’m smart” is not a good trait, because it describes a
lot of characters.
Personality traits might describe the things your character likes,
his or her past accomplishments, things your character dislikes
or fears, your character’s self- attitude or mannerisms, or the
influence of his or her ability scores.
A useful place to start thinking about personality traits is to look at
your highest and lowest ability scores and define one trait related
to each. Either one could be positive or negative: you might work
hard to overcome a low score, for example, or be cocky about your
high score.
Backgrounds
Every story has a beginning. Your character’s background reveals
where you came from, how you became an adventurer, and your
place in the world. Your engineer might have been a scientist or a
technician. Your Mage could have been a professor or an artisan.
Your operative might have gotten by as a felon or commanded
audiences as a celebrity.
Choosing a background provides you with important story cues
about your character’s identity. The most important question to
ask about your background is what changed? Why did you stop
doing whatever your background describes and start adventuring?
Where did you get the money to purchase your starting gear, or, if
you come from a wealthy background, why don’t you have more
money? How did you learn the skills of your class? What sets you
apart from ordinary people who share your background?
Proficiencies
Each background gives a character proficiency in two or more
skills.
In addition, most backgrounds give a character proficiency with
one or more tools..
If a character would gain the same proficiency from two different
sources, he or she can choose to gain a +2 to that skill or choose
a different proficiency of the same ability instead.
atheisM
After the Shearing, most have conceded to
the knowledge that gods exist. However,
there are still those that either see
the ‘gods’ as unworthy of worship
or completely dismiss their existence entirely.
earth Mother
Believers see nature itself as a divine being. Mainly practiced by
Druids, they believe in Balance and Harmony with Nature.
Personal belief
Anyone who puts their faith in themselves or other mortal
beings. They may acknowledge the existence of the gods,
but they choose to believe in their physical, mortal self.
Celestials
Celestials are immortal and immensely powerful
beings that dwell in their own Celestial Plane.
Those celestials that have a Good Alignment reside in the
Kingdom of Heaven are called Gods or Angels by the mortal
races. Those of a more Neutral Alignment dwell in the
Underworld, while celestials of Evil Alignment trapped in the
9 Hells are known as Demons or Devils.
There are many celestial pantheons, some of which have been
listed in this book, but this is not a complete list and new gods and
pantheons may be discovered at any time.
There are several types of celestials. Most classifications are
made based on the celestial’s origin or alignment.
Devils
PriMorDials The Fallen are powerful celestials that were once Angels but have
been cast into the 9 Hells as punishment for rebelling against
The most ancient beings in all of creation. They are considered the The Creator during the War in Heaven.
first gods born from the void of Chaos. They often come in pairs of
one male and one female. They are generally of Neutral Alignment Devil may also refer to the creatures created by the Fallen that
and are incredibly rare. serve as generals in their infernal armies.
Devils follow a specific hierarchy with the Seven Princes of Hell
anGels being the primary overlords but where Satan rules supreme.
Angels are celestials that were created by, and are still in the
service of, The Creator. They are of Lawful Good Alignment and DeMons
rarely interact with the mortal realms. Demons are celestials that were either created in the 9 Hells or
were gods imprisoned there after the War in Heaven for allying
GoDs themselves with The Fallen. They make up the vast majority of
the Legions of Hell and are bound to the Plane that they were
Gods are immensely
created in. They can escape by being summoned or possessing
powerful celestial beings that were birthed from an ancient
the body of a mortal.
Primordial or are a child of two older gods. They are of varying
Alignments and occasionally interact with their mortal Devotees. The most powerful demons are the Demon Lords who rule vast
regions with the hellish realm to which they are bound.
To most mortals, any member of the 9 Hells is considered a
demon.
The Atua are a pantheon of gods that allied with the Creator during
the War in Heaven. They reside mainly in Hunamoku, a region
Olympians
within the Kingdom of Heaven. The Olympians are the pantheon of the elven gods that allied with
the Creator during the War in Heaven. They reside in Olympus, a
Cyclopes region within the Kingdom of Heaven.
The Cyclopes are three Celestials that are the gods of the cyclopes. Their primary rivals are the Titans.
Most believe them to be dead, but in reality they where hidden
by Hephaestus and now reside in secret within Hephaestus’s Orishas
workshop on Mount Olympus, part of the Kingdom of Heaven. The Orishas are a pantheon of celestials that allied with the
They are the sons of Uranus and Gaea and the brothers of the Creator during the War in Heaven. They primarily reside in Orun
Hecatoncheires and the Titans Oke, a region within the Kingdom of Heaven.
Believers
more favor and prove their fanaticism. The usual reward is listed
in the Fanatic column of the Pantheon tables.
Anyone can follow a god but only the most faithful devotees can Characters may instead choose to have one of their current
reap all the rewards that their pantheon can offer. weapons blessed, giving it the magical property and +1 to attack
and damage rolls. If the weapon already has a bonus of +1, add the
Believer blessing, making the weapon +2. A weapon can have a maximum
of +3.
Believers at level 1 gain a proficiency based on the pantheon that
they have chosen to follow. If you are already proficient in that DEIFIC WEAPON: Function the same as a normal weapon except
skill, you gain +2 to that skill. that their attacks are magical and have +1 to attack and damage
rolls. Attunement : Deific weapons do an additional 1d6 of Radiant
Follower damage for Good and Neutral Aligned characters while dealing
Necrotic damage for Evil Aligned characters.
At level 3, Followers choose a specific deity that matches their
Characters awarded a deific weapon automatically gain proficiency
Alignment to worship and they then gain a proficiency from that
with that weapon.
celestial. If you are already proficient in that skill, you gain +2 to
that skill. ARMOR BLESSING: The deity blesses your armor and it gains +1
AC bonus.
Devotee MAGIC ITEMS Varies based on the deity that bestows it. Some
examples are included in the section Magic Items.
Only the truly devoted can access these gifts. The rewards listed SPELL: Can be up to a 5th level spell.
below are granted after completing some kind of service to the ANIMAL COMPANION: A beast companion from the Beast List.
pantheon or deity. The GM will act as the messenger of the gods
and determine the appropriate quest. MAGIC INSTRUMENT: Varies based on the deity that bestows it.
Some examples are included in the section Magic Items.
For example, at level 8 a messenger from the Olympians arrives and
tells you that a mysterious group has hacked into the Olympians
official website. Your mission is to eradicate the hackers and
Apostle
restore the web page. Anytime after reaching 18th level, the most devout followers can
prove their faithfulness and become Apostles. The tasks of the
Adherent gods may seem impossible to fullfil at this stage but anyone who
can will be greatly rewarded with divine favor. The reward from
Anytime after reaching 8th level, a messenger of the gods may each pantheon is listed on the table: Celestial Pantheon Gifts.
appear to bring you a divine quest, or you may stumble upon
something in your travels that pleases the gods enough for them A character may choose to negotiate for a different reward should
to reward you. their achievement be deemed glorious enough in the eyes of the
pantheon.
ANUNNAKI PANTHEON
ANUNNAKI ALIGNMENT SYMBOL FOLLOWER FANATIC
Ashur, god of war LG Winged sun Survival Deific Arming Sword
Dagan, god of fertility NG Plow Religion Magic Item
Enlil, god of wind and storms CG Horned crown Drive Deific Mace
Enki, god of wisdom and mischief CN Fish and Goat Perception Magic Item
Ereshkigal, Queen of the Dead LE Naked woman with Slight of Hand Spell
downward-pointing wings
Gula, godess of healing N Dog Treat Injury Magic Item
Inanna (Ishtar), goddess of love, sex and war CG Eight-pointed star Athletics Deific Longsword
Ishkur, god of thunder CN Lightning fork Disable Device Deific Battleaxe
Marduk (Bel), chief god LN Dragon Athletics Deific Net
Nabu , god of prophesy N Clay tablet and stylus Knowledge Deific Rapier
Nergal, demon lord of pestilence CE Lion-headed mace Intimidation Deific Mace
Ninazu , god of the underworld N Snake Stealth Magic Item
Ningishzida, god of nature and medicine CN Snakes twining around Treat Injury Deific Staff
an axial rod
Ninhursag, mother goddess NG Omega-like symbol with knife Persuasion Deific Dagger
Nanna, god of the moon N Recumbent moon Nature Magic Item
Ninurta, god of hunting and war LG Perched bird Animal Handling Deific Bow
Utu (Shamash), god of the sun and justice LN Sun Disk Investigation Spell
ASURAS PANTHEON
ASURAS ALIGNMENT SYMBOL FOLLOWER FANATIC
Hiranyakashipu, demon NE Worn crown Computer Use Deific Shortbow
Hiranyaksha, demon NE Golden eyes Demolitions Magic Item
Kali, demon CE Dice Slight of Hand Magic Item
Mahishasura, demon CE Buffalo Drive Magic Instrument
Nisumbha, demon LE Broken bone Repair Deific Staff
Raktabīja, demon CE Drop of blood Stealth Spell
Sumbha, demon NE Broken sword Survival Deific Morningstar
Tārakāsura, demon CE Puppet Deception Deific Arming Sword
Vritra, demon dragon CE Snake and Castle Intimidation Deific Chain
CYCLOPS PANTHEON
CYCLOPES ALIGNMENT SYMBOL FOLLOWER FANATIC
Arges LG Stone wall Crafting Magic Item
Brontes N Clenched fist Repair Magic Item
Steropes CE Single Eye Demolitions Magic Item
DEVAS PANTHEON
DEVAS ALIGNMENT SYMBOL FOLLOWER FANATIC
Brahma, the creator N Water lily Crafting Deific Bow
Shiva, the destroyer CN Linga Demolitions Deific Trident
Vishnu, the preserver LN Spiral shell Perception Blessed Armor
Kartikeya, god of war LG Vel Spear Intimidation Spear
Lakshmi, goddess of good fortune N Red Lotus Persuasion Magic Instrument
Parvati, mother goddess of power LG Yoni Arcana Spell
Saraswati, goddess of knowledge NG Veena Knowledge Magic Item
Durga, goddess of war LG Various crossed weapons Athletics Deific Scimitar
Kali, goddess of time CG Garland of human heads Computer Use Magic Item
Mariamman, goddess of medicine NG Bowl and trident Treat Injury Deific Trident
Indra, chief god of lightning CG Vajra Religion Deific Mace
ELOHIM PANTHEON
ELOHIM ALIGNMENT SYMBOL FOLLOWER FANATIC
Anat, demoness of war and strife CE Atef Crown Survival Deific Flail
Astarte, demoness of sex and war LE Star within a circle Persuasion Deific Arming Sword
Ba’al, demon lord of storms CE Lightning bolt, bull Drive Deific Stun Gun
Chemosh, demon lord of destruction NE Bloody dagger Demolitions Deific Dagger
Kothar-wa-Khasis, god of crafting N Three stars over an anvil Crafting Magic Item
Moloch, demon lord of fire CE Twisting flames Occultism Deific Flamethrower
Mot, god of the underworld LN Tumbleweed Slight of Hand Spell
Resheph, demon lord of plagues CE Firebolt Treat Injury Deific Spear
Shapash, goddess of light CG Burning Chariot Perception Magic Item
Yam, god of seas CN Serpent Drive Spell
HELLISH PANTHEON
THE FALLEN ALIGNMENT SYMBOL FOLLOWER FANATIC
Azazel, archdevil of crafting LE Goat Crafting Deific Longsword
Baphomet, archdevil of mutation LE Goat Head Occultism Magic Instrument
Harut & Marut, archdevils of magic LE Mug of blood Arcana Spell
Iblis, archdevil of jinn LE Flame Disable Device Deific Scimitar
Samyaza, archdevil of sex LE Silk ropes Intimidation Magic Item
Satan, ruler of the 9 Hells E Various Any Skill Prof Weapon or Armor Blessing
Tamiel, archdevil of murder LE Corpse Slight of Hand Deific Dagger
THE SEVEN PRINCES OF HELL
Abaddon, prince of pride LE Locusts Athletics Deific Greatsword
Asmodeus, prince of lust LE Chimera Persuasion Magic Item
Astaroth, prince of wrath LE Viper Intimidation Deific Greataxe
Beelzebub, prince of gluttony LE Flies Survival Deific Compound Bow
Belial, prince of sloth LE Open manacles Computer Use Magic Item
Leviathan, prince of envy LE Deformed dragon Deception Magic Item
Mammon, prince of greed LE Chipped coins Stealth Spell
ISFET PANTHEON
ISFET ALIGNMENT SYMBOL FOLLOWER FANATIC
Ammit, Devourer of Souls NE Part Lion, Hippo and Crocodile Survival Deific Morningstar
Ao Guang, Dragon King of disasters CN Water Dragon Athletics Deific Longsword
Apedemak, demon lord of war NE Snake with a lion head Deception Deific Greatsword
Apep, demon lord of evil, fire, and snakes CE Giant Snake Occultism Deific Was Staff
Babi, demon lord of virility of the dead CN Baboon Persuasion Deific Chainsaw
Cizin, ruler of the dead CE Dancing Skeleton with cigarette Disable Device Magic Item
Echidna, Queen of Monsters CE Half-woman and half-snake Animal Handling Animal Companion
Kutkh, god of thieves CN Raven Slight of Hand Magic Item
Malsumis, demon lord of chaos and thorns CE Thorny vine Survival Magic Item
Setesh, demon lord of desert storms CE Was-sceptre Stealth Deific Staff
Sobek, demon lord of water and crocodiles CN Crocodile head with horns and Perception Deific Greataxe
plumes
Tezcatlipoca, god of memory and time CN Obsidian mirror Computer Use Magic Item
Typhon, god of destruction and monsters NE Man with wings, lower body of Intimidation Animal Companion
snakes
Vual, demon lord of the sand CE Camel Arcana Spell
KAMI PANTHEON
KAMI ALIGNMENT SYMBOL FOLLOWER FANATIC
Amaterasu, goddess of the sun LG Red sun with rays Knowledge Spell
Benzaiten, goddess of music NG Biwa Performance Magic Instrument
Daikokuten, god of wealth N Golden mallet Deception Deific Maul
Fūjin, demon lord of wind NE Oni with Windbag Drive Magic Item
Hachiman, god of warriors LG Dove Athletics Deific Katana
Inari Ōkami, goddess of fertility NG Fox Treat Injury Deific Nunchaku
Izanagi, god of life NG Water droplet Knowledge Magic Item
Izanami, demoness of death NE Screaming skull Investigation Deific Katana
Omoikane, god of wisdom LN Connected brains Perception Magic Item
Raijin, god of thunder and lightning CG Oni with drums Intimidation Magic Instrument
Ryūjin, dragon demon of the seas CE Jellyfish Survival Deific Katana
Susano-o , god of storms CN White sword Drive Deific Arming Sword
Tsukuyomi, god of the moon N Crescent moon Computer Use Spell
Uzume, goddess of revelry CN Bare-chested female Persuasion Magic Instrument
Takemikazuchi, god of swords NG Catfish Disable Device Deific Katana
MA’AT PANTHEON
MA’AT ALIGNMENT SYMBOL FOLLOWER FANATIC
Acat, god of tattooing CG Ink bottle Craft (Tattoo) Magic Item
Amun-Ra, ruler of the gods LG Ram Perception Deific Was Staff
Anubis, god of judgment and death LN Black jackal Investigation Deific Sickle Sword
Bast, goddess of cats and vengeance CG Cat Stealth Deific Fist Claws
Bau, goddess of healing CN Dog Treat Injury Deific Hook Spear
Fenrir, god of wolves and the hunt N Wolf Intimidation WereDisease (Wolf)
Hathor, goddess of love and music NG Horned cow’s head with Performance Magic Instrument
lunar disk
Horus, god of the sky LG Falcon head with lunar disk Religion Animal Companion (Falcon)
Huitzilopochtli, god of war and sacrifice LN Hummingbird Occultism Deific Atlatl
Imhotep, god of crafts and medicine NG Step pyramid Crafting Magic Item
Isis, goddess of fertility and magic NG Ankh and star Arcana Spell
Nanuk, god of ice and the hunt N Polar Bear Animal Handling Deific Spear
Osiris, god of nature and the underworld LG Horns around a lunar disk Nature Deific Flail
Ptah, god of crafts, knowledge, and secrets LN Bull Knowledge Magic Item
Quetzalcoatl, god of wind NG Feathered Serpent Survival Magic Item
Sun Wukong, god of martial arts CG Monkey Athletics Deific Staff
Thoth, god of knowledge and wisdom N Ibis Knowledge Magic Item
Tlaloc, god of storms CG Goggle eyes and fangs Computer Use Deific Dagger
Ursa, god of travel and bears NG Bear Drive Deific Bow
Xolotl, god of fire, lighting and death CG Monstrous dog Intimidation Deific Scimitar
OLYMPIAN PANTHEON
OLYMPIANS ALIGNMENT SYMBOL FOLLOWER FANATIC
Zeus, god of the sky, ruler of the gods NG Fist full of lightning bolts Knowledge Deific Taser
Aphrodite, goddess of love and beauty CG Sea shell Persuasion Magic Item
Apollo, god of light, music, and healing NG Lyre Treat Injury Magic Instrument
Ares, demon lord of war and strife CE Spear Occultism Deific Spear
Artemis, goddess of hunting and childbirth NG Bow/arrow on lunar disk Animal Handling Deific Compound bow
Athena, goddess of wisdom and civilization LG Owl Knowledge Animal Companion (owl)
Cerberus, god of protection LG Three linked collars Animal Handling Animal Companion (dog)
Demeter, goddess of agriculture NG Mare’s head Nature Deific Sickle
Dionysus, god of mirth and wine CN Thyrsus Performance Deific Thyrsus Staff
Hades, god of the underworld LN Black ram Stealth Deific Scythe
Hecate, goddess of magic and the moon CN Setting moon Arcana Spell
Hephaestus, god of smithing and craft NG Hammer, anvil and tongs Crafting Deific Warhammer
Hera, goddess of marriage and intrigue CN Fan of peacock feathers Deception Deific Fan
Hercules, god of strength and adventure CG Lion’s head Athletics Magic Item
Hermes, god of travel and commerce CG Caduceus Drive Magic Item
Hestia, goddess of home and family NG Hearth Religion Magic Instrument
Nike, goddess of victory LN Winged woman Survival Magic Item
Pan, god of nature CN Syrinx (pan pipes) Nature Magic Pan Flute
Poseidon, god of the sea and earthquakes CN Trident Survival Deific Trident
Silvanus, god of forests CN Summer oak tree Animal Handling Animal Companion
Tyche, goddess of good fortune N Red pentagram Disable device Magic Item
ORISHA PANTHEON
ORISHA ALIGNMENT SYMBOL FOLLOWER FANATIC
Babalú-Ayé, god of plagues and medicine N Broom Treat Injury Deific Darts
Eshu, demon lord of misfortune CG Walking stick Deception Deific Staff
Nana Buluku, goddess of life and creation N Old woman Crafting Magic Item
Obá, goddess of wives NG Machete Perception Deific Machete
Ọbatala, god of purity LG Snail Persuasion Magic Item
Ogun, god of iron CN Iron Repair Deific Handaxe
Oko, god of fertility LG opa orisa oko Religion Magic Item
Olokun, goddess of mental health NG Chain Treat Injury Deific Chain
Ọrunmila, god of wisdom, knowledge and prophesy CG Ifa divination Knowledge Magic Item
Ori, god of healing and destiny LN Head Treat Injury Magic Instrument
Ọsanyin, god of plants and magic CN Ase Arcana Spell
Oshosi, god of hunting and justice LG Bow and arrow Investigation Deific Longbow
Ọya, goddess of storms CN Flywhisk Nature Deific Fist Claws
Shango, god of lightning and virility CG Flaming lightning bolt Computer Use Deific Boomerang
Yemọja, goddess of water NG Cowrie shells Drive Magic Item
TITAN PANTHEON
TITANS ALIGNMENT SYMBOL FOLLOWER FANATIC
Cronus, demon lord of vampires LE Scythe Stealth Deific War Scythe
Oceanus, demon lord of the seas CE River encircling a world Intimidation Deific Javelin
Mnemosyne, goddess of memory N Rippling pool Perception Spell
Rhea, prime demoness CE Tambourine Deception Magic Instrument
Themis, goddess of divine law LN Scales of Justice Investigation Magic Item
Dark Desires
Whether or not a vampire retains any memories from its
former life, its emotional attachments wither as once-pure
feelings become twisted by undeath. Love turns into hungry
obsession, while friendship becomes bitter jealousy. In place
of emotion, vampires pursue physical symbols of what they
crave, so that a vampire seeking love might fixate on a young
beauty. A child might become an object of fascination for a
vampire obsessed with youth and potential. Others surround
themselves with art, books, or sinister items such as torture
devices or trophies from creatures they have killed.
Undead Nature
Vampires are undead. They do not need sleep, air, or food, and
the only drink that sustains them is humanoid blood. They are
affected as such by spells, items and abilities that function
differently when used on the undead. For example, Cure
Wounds has no effect on them, and they’re subject to the
secondary effect of Chill Touch.
Shadow Elves
Fallen from the Light and embracing the Shadow, these
elves have been transformed into vampires either by
the bite of another Shadowed One or by performing
the Blood Rite.
STARTING AS A VAMPIRE
The game statistics of a player character
transformed into a vampire don’t change, except
that you receive a Strength, Dexterity, and Charisma
Augment to a max of 18. In addition, you gain the vampirism
damage resistances, darkvision, traits, and actions. Attack and
damage rolls for your attacks are based on Strength.
Charm save DC is 8 + your proficiency bonus+ you Charisma
modifier.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.
Charm
You target one humanoid that you can see within 30 feet of you.
If the target can see you, the target must succeed on a DC 17
Wisdom saving throw against this magic or be charmed by you.
The charmed target regards you as a trusted friend to be heeded
and protected. Although the target isn’t under your control, it takes
your requests or actions in the most favorable way it can, and it is
a willing target for your bite attack.
Each time you or your companions do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself on
a success. Otherwise, the effect lasts 24 hours or until you drop to
0 HP, is on a different plane of existence than the target, or takes a
bonus action to end the effect.
Proficiency Bonus SPELL SLOTS. You determine your available spell slots by adding
together all your levels in the Instrumentalist, Disciple, Druid and
Your proficiency bonus is always based on your total character Mage classes, and half your levels (rounded down) in the Templar
level, not your level in a particular class. For example, if you are and Sharpshooter classes. Use this total to determine your spell
a Warrior 3/Operative 2, you have the proficiency bonus of a 5th slots by consulting the Multiclass Spellcaster table.
level character, which is +3.
If you have more than one spellcasting class, this table might give
Proficiencies you spell slots of a level that is higher than the spells you know or
can prepare. You can use those slots, but only to cast your lower
When you gain your first level in a class other than your initial level spells. If a lower level spell that you cast, like burning hands,
class, you gain the new class’s starting proficiencies. has an enhanced effect when cast using a higher level slot, you
can use the enhanced effect, even though you don’t have any
Class Features spells of that higher level.
When you gain a new level in a class, you get its features for For example, if you are the aforementioned Sharpshooter 4/Mage
that level. You don’t, however, receive the class’s starting 3, you count as a 5th level character when determining your spell
equipment, and a few features have additional rules when you’re slots: you have four 1st level slots, three 2nd level slots, and two
multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, 3rd level slots. However, you don’t know any 3rd level spells, nor do
and Spellcasting. you know any 2nd level ranger spells. You can use the spell slots
of those levels to cast the spells you do know—and potentially
Channel Divinity enhance their effects.
If you already have the Channel Divinity feature and gain a level in
a class that also grants the feature, you gain the Channel Divinity MULTICLASS SPELLCASTER
effects granted by that class, but getting the feature again doesn’t Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
give you an additional use of it. You gain additional uses only
1st 2 - - - - - - - -
when you reach a class level that explicitly grants them to you. For
example, if you are a Disciple 6/Templar 4, you can use Channel 2nd 3 - - - - - - - -
Divinity twice between rests because you are high enough level 3rd 4 2 - - - - - - -
in the Disciple class to have more uses. Whenever you use the 4th 4 3 - - - - - - -
feature, you can choose any of the Channel Divinity effects 5th 4 3 2 - - - - - -
available to you from your two classes.
6th 4 3 3 - - - - - -
Spellcasting 16th
17th
4
4
3
3
3
3
3
3
2
2
1
1
1
1
1
1 1
-
Advanced Firearms Proficiency (TL 1) • Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency with heavy armor.
PREREQUISITE: Longarm or Sidearm Proficiency
You can fire any longarm or sidearm on auto-fire without penalty
(provided that it has an auto-fire setting). Attacker
You gain a +2 bonus on all attack rolls.
Animal Affinity
You get a +2 bonus on all Animal Handling checks. Bayoneteer (TL 1)
PREREQUISITE: Proficiency in Longarms
Armor Proficiency - Light You have mastered the art of fighting with weapons attached to
the barrel of your longarm. You gain the following benefits:
You have trained to master the use of light armor, gaining the
following benefits: • You gain a +1 bonus to damage rolls with bayonets.
• Increase your Strength or Dexterity score by 1, to a max of 20. • You gain proficiency in improvised weapons.
• You gain proficiency with light armor. • Firearms with bayonets attached gain a reach of 10 feet.
• When you take the attack action with a firearm that has a
Armor Proficiency - Medium bayonet attached to it, you can use a bonus action to make a
melee attack with the bayonet at a creature within 5 feet of you.
You have trained to master the use of medium armor and shields,
gaining the following benefits:
Beast Companion
• Increase your Strength or Dexterity score by 1, to a max of 20.
You form a powerful and magical bond with a beast, a small and
• You gain proficiency with medium armor and shields.
weak, yet loyal animal that aids you along your adventures.
When you gain this feat, you gain a pet. You can select a beast
Armor Proficiency - Heavy of CR 1/4 or lower. However, your DM might pick one of these
animals for you, based on your background and past experiences.
You have trained to master the use of heavy armor, gaining the
Your pet obeys your commands as best it can. It rolls for initiative
following benefits:
Brawl
Combat Throw
When making an unarmed attack, you receive a +1 bonus on
attack rolls, and you deal nonlethal damage equal to 1d6 + your PREREQUISITE: Defensive Martial Arts.
Strength modifier. You gain a +2 bonus on opposed Strength and Dexterity checks
any time you attempt a trip or grapple attack, or when you try to
Builder
avoid a trip or grapple attack made against you.
Cybernetic Surgery (TL 2) • You receive a +1 bonus to AC when you are wielding a separate
melee weapon in each hand.
PREREQUISITES: Treaty Injury proficiency, Surgical Tools • You can use two-weapon fighting even when the one- handed
melee weapons you are wielding aren’t light.
You make a Treat Injury (DC 20) check to install or remove
cybernetics. Must have surgical tools or access a medical facility
or take a -4 penalty to the check.
Dual Wield (Sidearms) (TL 1)
Failure of 5 or more results in 1d4 Constitution damage, 10 or
more is Constitution drain instead. You master the art of wielding two ranged weapons at once. You
gain the following benefits:
NORMAL: Without this feat take a -8 penalty on Treat Injury.
• You can draw or holster two sidearms when you would normally
be able to draw or holster only one.
Damage Dealer • If you are wielding two ranged weapons with the loading
property, you can ignore the loading property for those weapons,
You gain a +2 bonus on all damage rolls.
and do not need a free hand to reload them.
• You can wield two one-handed ranged weapons at once, even if
Deceptive they do not have the light property.
During your action, you designate an opponent and receive a +1 • While wielding a small firearm and a one-handed melee weapon,
dodge bonus to AC against any subsequent attacks from that you gain a +1 bonus to your AC.
opponent. You can select a new opponent on any action. • Ignore the loading time and reload action for light firearms. You
do not need a free hand to load in the ammunition.
Gunmaster (TL 1)
You can gain this feat multiple times. Each time you take the feat,
you select a different exotic melee weapon.
You are a veritable master with guns, and gain the following
Exotic Ranged Weapon Proficiency benefits:
• Ignore the loading property for non-heavy firearms.
PREREQUISITE: Base attack bonus +1.
• If you are disarmed, you can use your reaction to draw and fire
Choose one exotic ranged weapon. You are proficient with that a sidearm.
ranged weapon in combat.
• Increase the normal range of all firearms you wield by 30 ft.
You can gain this feat multiple times. Each time you take the feat,
you select a different exotic ranged weapon.
Heavy Weapon Proficiency (TL 1)
Far Shot You gain firearms proficiency with all heavy weapons and can use
them without penalty.
When you use a ranged weapon, its range increment increases by
one-half (multiply by 1.5). When you throw a weapon, its range
increment is doubled. Improved Brawl
PREREQUISITES: Brawl
Focused When making an unarmed attack, you receive a +2 competence
bonus on your attack roll, and you deal nonlethal damage equal to
You gain a +2 bonus on all Athletics and Concentration checks.
Master Runesmith
Improved Knockout Punch
Prerequisite: Journeyman Runesmith
PREREQUISITES: Brawl, Knockout Punch You have truly mastered art of Runesmithing. You can now create
When making your first unarmed attack against a flat-footed Superior Runes.
opponent, treat a successful attack as a critical hit. This critical hit
deals triple damage. The damage is nonlethal damage.
SPECIAL. Even if you have the ability to treat unarmed damage
Medical Expert (TL 1)
as lethal damage, the damage from a knockout punch is always You gain a +2 bonus on all Craft (Pharmaceutical) and Treat Injury
nonlethal. checks.
currency
Wealth appears in many forms in a DarkEnergy world. Coins,
gemstones, trade goods, art objects, animals, and property can
reflect your character’s financial well-being. Members of the
peasantry trade in goods, bartering for what they need and paying
taxes in grain and cheese. Members of the nobility trade either in
legal rights, such as the rights to a mine, a port, or farmland, or in
gold bars, measuring gold by the pound rather than by the coin.
Only merchants, adventurers, and those offering professional
services for hire commonly deal in coins.
Common coins come in several different denominations
based on the relative worth of the metal from which
they are made. The three most common coins are
the gold piece (gp), the silver piece (sp), and the
copper piece (cp).
A standard coin weighs about a third of an
ounce, so fifty coins weigh a pound.
sellinG treasure
Opportunities abound to find treasure, equipment, weapons,
armor, and more in the dungeons you explore. Normally, you can
sell your treasures and trinkets when you return to a town or other
settlement, provided that you can find buyers and merchants
interested in your loot.
ARMS, ARMOR, AND OTHER EQUIPMENT. As a general rule,
undamaged weapons, armor, and other equipment fetch half their
cost when sold in a market. Weapons and armor used by monsters
are rarely in good enough condition to sell.
MAGIC ITEMS. Selling magic items is problematic. Finding
someone to buy a potion or a scroll isn’t too hard, but other items
are out of the realm of most but the wealthiest individuals. Likewise,
aside from a few common magic items, you won’t normally come
ARMOR
TYPE AC MAX DEX DAMAGE RESISTANCE STRENGTH STEALTH SPEED BU
BONUS COST
Unarmored +0 - - - - -
LIGHT ARMOR
Impromptu - Light +1 +4 Bludgeoning (2) - - 10
Leather Hides +1 +4 Slashing (2) - - 20
Gambeson +2 +3 Piercing (2) - - 40
Undercover vest (TL 1) +2 +3 Ballistic (2) - - 75
MEDIUM ARMOR
Impromptu- Med +3 +2 Bludgeoning (3) - - 10
Leather Plate +3 +2 Piercing (3) - - 20
Chain Shirt +3 +2 Slashing (3) - Disadvantage 45
Light-duty vest (TL 1) +3 +2 Ballistic (3) - - 70
Scale mail +4 +1 Slashing (3) - Disadvantage 50
Tactical Body Armor (TL 1) +4 +1 Ballistic (3) - - 250
Firefighter Suit (TL 1) +4 +1 Fire (3) - Disadvantage -5 ft. 500
HEAVY ARMOR
Chain mail +5 +1 Slashing (3) 16 Disadvantage 100
Brigandine +5 +1 Slashing (4) 16 Disadvantage -5 ft. 250
Full Plate +6 +0 Slashing(4), Bludgeoning (4) 18 Disadvantage -5 ft. 500
Soldier Protective System (TL 1) +4 +2 Ballistic (4) - - 600
Forced Entry Unit (TL 1) +7 +0 Ballistic (4), Bludgeoning (4) 16 Disadvantage -15 ft. 1000
SHIELDS
TYPE AC BONUS 1 HARDNESS HP STRENGTH STEALTH SPEED BU COST
Impromptu shield +1 1 5 - - - -
Wooden Shield +2 3 10 - - - 10
Steel Shield +2 5 20 16 Disadvantage - 20
Tower Shield +3 5 30 18 Disadvantage -5 ft. 100
1- Gaining a shield’s circumstance bonus to AC requires using the Raise Shield action.
TRADE GOODS. On the streets, many people conduct transactions Armor Class
through barter. Like gems and art objects, trade goods—bars of
iron, bags of salt, livestock, and so on—retain their full value in the Armor protects its wearer from attacks. The armor (and shield)
market and can be used as currency. you wear determines your base Armor Class (AC).
In most campaigns, you can use or wear any equipment that you Armor looses a resistance charge each time it is repaired. For
find on your adventures, within the bounds of common sense. example; if a chain shirt lost all of its charges during battle and
is repaired for the first time, it will have (2) resistance to slashing
The GM can impose more realism. For example, a suit of plate damage instead of its original (3).
armor made for one human might not fit another one without
significant alterations, and a guard’s uniform might be visibly ill- ARMOR REPAIR
fitting when an adventurer tries to wear it as a disguise. TYPE REPAIR DC MATERIALS COST TIME
Using this variant, when adventurers find armor, clothing, and Light 10 30 Bu 1 hours
similar items that are made to be worn, they might need to visit Medium 15 75 Bu 1d4 hours
an armorsmith, tailor, leatherworker, or similar expert to make
the item wearable. The cost for such work varies from 10 to 40 Heavy 20 150 Bu 1d6 hours
percent of the market price of the item. The GM can either roll 1d4
TL 2 Experimental Armor
x 10 or determine the increase in cost based on the extent of the
alterations required.
weaPon Proficiency use effectively. Most warriors use martial weapons because these
weapons put their fighting style and training to best use.
Your race, class, and feats can grant you proficiency with certain
Proficiency with a weapon allows you to add your proficiency
weapons or categories of weapons. The two categories are simple
bonus to the attack roll for any attack you make with that weapon.
and martial. Most people can use simple weapons with proficiency.
If you make an attack roll using a weapon with which you lack
These weapons include clubs, maces, and other weapons often
proficiency, you do not add your proficiency bonus to the attack
found in the hands of commoners. Martial weapons, including
roll.
swords, axes, and polearms, require more specialized training to
weaPon ProPerties
Many weapons have special properties related to their use, as
shown in the Weapons table.
AMMUNITION. You can use a weapon that has the ammunition
property to make a ranged attack only if you have ammunition
to fire from the weapon. Each time you attack with the weapon,
you expend one piece of ammunition. Drawing the
ammunition from a quiver, case, or other container is
part of the attack. At the end of the battle, you can
recover half your expended arrows by taking a
minute to search the battlefield.
RANGED. Ranged weapons fall into three general
groups: handguns, longarms, and other ranged weapons
such as crossbows.
When using a ranged weapon, the wielder applies
his or her Dexterity modifier to the attack roll.
Handguns and longarms are personal firearms.
A personal firearm is any firearm designed to be
carried and used by a single person.
If you use a weapon that has the ammunition
property to make a melee attack, you treat the
weapon as an improvised weapon (see “Improvised
Weapons” later in the section). A sling must be loaded
to deal any damage when used in this way.
FINESSE. When making an attack with a finesse
weapon, you use your choice of your Strength or
Dexterity modifier for the attack and damage rolls.
You must use the same modifier for both rolls.
HEAVY. Small creatures have disadvantage on attack
rolls with heavy weapons. A heavy weapon’s size and
bulk make it too large for a Small creature to use
effectively.
LIGHT. A light weapon is small and easy to handle, making it ideal
for use when fighting with two weapons. See the rules for two-
weapon fighting.
LOADING. Because of the time required to load this weapon,
you can fire only one piece of ammunition from it when you use
an action, bonus action, or reaction to fire it, regardless of the
number of attacks you can normally make.
RANGE. A weapon that can be used to make a ranged
attack has a range shown in parentheses after the
ammunition or thrown property. The range lists two
numbers. The first is the weapon’s normal range
in feet, and the second indicates the weapon’s
maximum range. When attacking a target beyond
normal range, you have disadvantage on the attack roll. You can’t broken glass, a table leg, a frying pan, a wagon wheel, or a dead
attack a target beyond the weapon’s long range. goblin.
REACH. This weapon adds 5 feet to your reach when you attack In many cases, an improvised weapon is similar to an actual
with it. weapon and can be treated as such. For example, a table leg is
akin to a club. At the GM’s option, a character proficient with a
SPECIAL. A weapon with the special property has unusual rules
weapon can use a similar object as if it were that weapon and use
governing its use, explained in the weapon’s description (see
his or her proficiency bonus.
“Special Weapons” later in this section).
An object that bears no resemblance to a weapon deals 1d4
THROWN. If a weapon has the thrown property, you can throw the
weapon to make a ranged attack. If the weapon is a melee weapon, damage (the GM assigns a damage type appropriate to the object).
If a character uses a ranged weapon to make a melee attack, or
you use the same ability modifier for that attack roll and damage
throws a melee weapon that does not have the thrown property,
roll that you would use for a melee attack with the weapon. For
it also deals 1d4 damage. An improvised thrown weapon has a
example, if you throw a handaxe, you use your Strength, but if you
normal range of 20 feet and a long range of 60 feet.
throw a dagger, you can use either your Strength or your Dexterity,
since the dagger has the finesse property.
TWO-HANDED. This weapon requires two hands to use. Silvered Weapons
VERSATILE. This weapon can be used with one or two hands. A
damage value in parentheses appears with the property—the Some monsters that have immunity or resistance to nonmagical
damage when the weapon is used with two hands to make a melee weapons are susceptible to silver weapons, so cautious
attack. adventurers invest extra coin to plate their weapons with silver.
You can silver a single weapon or ten pieces of ammunition for
EXOTIC. This weapon is rare and requires a special proficiency to 100 Bu. This cost represents not only the price of the silver, but
wield. the time and expertise needed to add silver to the weapon without
making it less effective.
Improvised Weapons
Sometimes characters don’t have their weapons and have to
Statistics
attack with whatever is close at hand. An improvised weapon Ranged weapons are described by a number of statistics, as
includes any object you can wield in one or two hands, such as shown on Table: Ranged Weapons.
Planted Explosives You can combine units of plastic explosive so they explode at the
same time. Each additional pound of plastic explosive increases
You need a detonator for each explosive you use. The saving throw the damage by 1d6 (to a maximum of 10d6) and the burst radius
DC for planted explosives is 12. by 5 feet (to a maximum of 20 feet).
In addition, when you combine two or more units, you can change
Flashbang the burst radius to a cone-shaped explosion (you must determine
A flashbang is a non-lethal explosive device used to temporarily the area affected by the explosive when you plant it).
disorient an enemy’s senses. It is designed to produce a blinding
flash of light and an intensely loud “bang” without causing Smoke Grenade
permanent injury.
Smoke grenades are used as ground-to-ground or ground-to air
THROWN. As an action, a character can throw a flashbang at a signaling devices, target or landing zone marking devices, and to
point. Each creature within 20 feet of the point must make a create a smoke-screen for concealment. When buying a smoke
Dexterity saving throw or be blinded and deafened until the end grenade you can also select the color of the smoke.
of your next turn.
THROWN. As an action, a character can throw a smoke grenade
at a point. One round after the grenade lands, it emits a cloud of
Fragmentation Grenade smoke that creates a heavily obscured area in a 20-foot radius.
These explosives are designed to disperse lethal fragments It disperses after 1 minute, though a moderate wind (at least 10
on detonation. The body is generally made of a hard synthetic miles per hour) disperses the smoke in 4 rounds; a strong wind (20
material or steel, which will provide some fragmentation as shards or more miles per hour) disperses it in 1 round.
and splinters.
THROWN. As an action, a character can throw a grenade at a point. Tear Gas Grenade
Each creature within 20 feet of the point must make a Dexterity Tear gas works by irritating mucous membranes in the eyes, nose,
saving throw, taking 5d6 piercing damage on a failed save, or half mouth and lungs, and causes crying, sneezing, coughing, difficulty
as much damage on a successful one. breathing, pain in the eyes, and temporary blindness.
PLANTED. When it’s activated, each creature within 20 feet of the THROWN. As an action, a character can throw a smoke grenade
point must make a Dexterity saving throw, taking 5d6 piercing at a point. One round after the grenade lands, it emits a cloud of
damage on a failed save, or half as much damage on a successful tear gas that creates a heavily obscured area in a 20-foot radius.
one. It disperses after 1 minute, though a moderate wind (at least 10
White phosphorus devices use an explosive charge to distribute A flamethrower’s backpack has hardness 5 and 5 hit points.
burning phosphorus across the burst radius. When worn, the backpack has a Defense equal to 9 + the wearer’s
Dexterity modifier + the wearer’s class bonus. A backpack reduced
THROWN. As an action, a character can throw a grenade at a point. to 0 hit points ruptures and explodes, dealing 6d6 points of fire
Each creature within 10 feet of the point must make a Dexterity damage to the wearer (no save allowed) and 3d6 points of splash
saving throw, taking 2d6 fire damage on a failed save, or half as damage to creatures and objects in adjacent 5-foot squares
much damage on a successful one. One round after the grenade (Dexterity save, DC 15, for half damage).
lands, it emits a cloud of white phosphorus that creates a heavily
obscured area in a 10-foot radius. It disperses after 1 minute, Any creature or flammable object that takes damage from a
though a moderate wind (at least 10 miles per hour) disperses flamethrower catches on fire, taking 1d6 points of fire damage
the smoke in 4 rounds; a strong wind (20 or more miles per hour) each subsequent round until the flames are extinguished. A fire
disperses it in 1 round. Any creature starting its turn in the gas is engulfing a single creature or object can be doused or smothered
considered blinded and it must make a Constitution saving throw as a full-round action. Discharging a fire extinguisher is a move
taking 1d6 fire damage on a failed save, or half as much damage action and instantly smothers flames in a 10- foot-by-10-foot
on a successful one (DC 15). area.
A flamethrower can shoot 10 times before the fuel supply is
Molotov Cocktail depleted. Refilling or replacing a fuel pack has a purchase price
of 50 Bu.
A Molotov cocktail is a flask containing a flammable liquid,
plugged with a rag. A Molotov cocktail is easily made by hand
Craft: Chemical check DC 10 or Intelligence check DC 15. The Pepper Spray (TL 1)
purchase DC given is for the components. A chemical irritant that can temporarily blind a target, pepper spray
THROWN. The rag must first be lit, requiring a move action (and comes in a single-shot container. To use it, make a ranged touch
a lighter or other source of flame). The cocktail detonates in 2 attack against the target. The target must make a Constitution
rounds or on impact with a solid object, whichever comes first. A saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is
target that takes a direct hit is dealt an additional 1d6 points of fire limited to 5 range increments.
damage in the following round and risks catching on fire.
Taser (TL 1)
A taser uses springs or compressed air to fire a pair of darts at a
target. On impact, the darts release a powerful electronic current.
On a successful hit, the darts deal 1d4 points of electricity damage
and the target must make a Constitution saving throw (DC 15) or
be paralyzed for 1d6 rounds. Reloading a taser is a full-round
action.
Improvised Weapons
Any portable object can be used as a weapon in a pinch. In most
cases, an object can be wielded either as a melee weapon or a
ranged weapon.
A character takes a -4 penalty on his or her attack roll when
wielding or throwing an improvised weapon. An improvised
weapon is not considered simple or exotic, so weapon proficiency
feats cannot offset the -4 penalty.
TL 2 Weapon Upgrades
If you are playing in a Tech Level 2 setting, weapon advancements
are still in the experimental stages. Weapons from lower tech
levels can be upgrade to do additional damage. At TL 2 there are
only two types of available upgrades; Plasma and Energy.
As an action, you can spill these tiny metal balls from their pouch
to cover a level area 10 feet square. A creature moving across the
Component Pouch
covered area must succeed on a DC 10 Dexterity saving throw A component pouch is a small, watertight leather belt pouch
or fall prone. A creature moving through the area at half speed that has compartments to hold all the material components and
doesn’t need to make the saving throw. other special items you need to cast your spells, except for those
components that have a specific cost (as indicated in a spell’s
Binoculars (TL 1) description).
Detonator Suppressor
A suppressor fits on the end of a firearm, capturing the gases
A detonator activates an explosive, causing it to explode. The traveling at supersonic speed that propel a bullet as it is fired. This
device consists of an electrically activated blasting cap and some eliminates the noise from the bullet’s firing, dramatically reducing
sort of device that delivers the electronic charge to set off the the sound the weapon makes when it is used. For handguns, the
blasting cap. Connecting a detonator to an explosive requires a only sound is the mechanical action of the weapon (Listen check,
Demolitions check (DC 15). Failure means that the explosive fails DC 15, to notice). For longarms, the supersonic speed of the bullet
to go off as planned. Failure by 10 or more means the explosive itself still makes noise. However, it’s difficult to tell where the
goes off as the detonator is being installed. sound is coming from, requiring a Listen check (DC 15) to locate
TRIGGERED A planted explosive with a pressure trigger will the source of the gunfire.
Mount Items
barDinG
Barding is armor designed to protect an
animal’s head, neck, chest, and body. Any
type of armor shown on the Armor table can
be purchased as barding for mounts sized Large
or smaller. The cost is four times the equivalent armor
made for humanoids, and it weighs twice as much.
saDDles
A military saddle braces the rider, helping you keep your seat on
an active mount in battle. It gives you advantage on any check you
make to remain mounted. An exotic saddle is required for riding
any aquatic or flying mount.
MOUNTS
MEDIUM MOUNTS Cargo Top Speed Bu Cost
MOUNT ITEMS
War Dog 150 lb. 40 ft. 100
MOUNT ITEM Weight Bu Cost
Pony 200 lb. 40 ft. 50
Barding x4 x2
Great Bat 150 lb. 10 ft., fly 40 ft. 250
Bridle 1 lb. 2
Dragon Hatchling 250 lb. 30 ft., fly 60 ft. 20,000
Cart 200 lb. 20
Shark 200 lb. Swim 40 ft. 500
Chariot 100 lb. 250
LARGE MOUNTS
Exotic Saddle 50 lb. 150
Horse 480 lb. 60 ft. 500
Saddle 30 lb. 50
Mule 425 lb. 40 ft. 50
Saddlebags 8 lb. 5
Camel 480 lb. 50 ft. 100
Sled 300 lb. 20
Unicorn* 300 lb. 60 ft. Unique
Wagon 400 lb. 100
Dire Wolf 450 lb. 50 ft. 800
Great Cat 550 lb. 50 ft. 1,000
TL 1 MILITARY VEHICLES
TYPE Crew Pass Carrying Capacity Top Speed AC Max Dex HP Hardness Bu Cost
Tank 4 0 825 lb. 80 ft. 20 - 400 30 500,000
Tracked APC 3 7 625 lb. 90 ft. 19 - 200 20 75,000
Attack Helicopter 2 14 9,000 lb. 325 ft. 22 +2 100 10 125,000
Armored Humvee 2 3 1,000 lb. 130 ft. 18 +1 250 15 50,000
TL 1 VEHICLE WEAPONS
TYPE Damage Damage Type Range Rate of Fire Magazine Size
120mm Main Cannon 15d10 Ballistic 30/5,000 ft. Single +1 Huge
25mm Cannon 4d8 Ballistic 20/1,000 ft. A Linked Huge
Heavy Machine Gun 3d10 Ballistic 500 ft. A Linked Huge
*These weapons are part of the vehicles on which they are mounted.
Tracked APC
It is crewed by a driver, a gunner, and a commander. It has three
top hatches, one above each crew position, and a large door in
back for infantry soldiers to load or disembark. It takes a full-round
action to enter the vehicle through a top hatch, and another full-
round action to start it moving. In addition to its own armament,
the APC passenger compartment has ports that allow passengers
to fire their personal weapons from within the vehicle. The APC is
three squares wide and four squares long. It provides full cover to
its occupants. This vehicle comes equipped with a 25mm Cannon
(see Table: Vehicle Weapons) mounted in a full turret.
Military Helicopter
The attack helicopter is three squares wide and twelve squares
long. It provides three-quarters cover to crew and passengers
(one-quarter cover to passengers if the cargo doors are open).
This vehicle comes equipped a Heavy Machine Gun (see Table:
Vehicle Weapons).
Mutation Descriptions
COSMETIC: The simplest and least mechanically complicated
mutation is a cosmetic mutation. A cosmetic mutation has no
Your body’s ability to withstand energy damage increases. You gain a +2 mutation bonus on Listen, Search, and Spot checks.
You also gain Blind-Fight as a bonus feat (page 143).
You gain resistance to one type of energy, chosen from the
following list: acid, cold, electricity, fire, or thunder/concussion the
first time you take damage of that kind once per short rest. Leaper [Minor] MP Cost: 1
You gain the ability to leap incredible distances.
Fangs [Minor] MP Cost: 1 You gain a +10 mutation bonus on jumping Athletic checks and
Your teeth mutate into vicious fangs. you can jump twice as far.
Force Barrier [Minor] MP Cost: 3 You gain a +4 bonus on Constitution saves against extreme heat
temperatures.
You can generate an electromagnetic force field around yourself This mutation does not grant immunity or resistance to fire.
to deflect or absorb incoming attacks.
As a free action, you can generate an invisible electromagnetic
barrier around yourself that provides resistance against incoming Psionic Talent [Minor] MP Cost: 2
weapon attacks and force effects. The barrier lasts a number of
You have a single psionic power.
rounds equal to your current Constitution modifier (minimum 1
round). You can create the force field three times per day. Choose one psionic power worth 1-Psi Point from the Common
Psionic Powers list (page 101).
SPECIAL: Portable electronic devices such as cell phones and
headsets temporarily cease to function if held or worn by you You can manifest this power three times per day at no power point
while the electromagnetic force barrier is in effect. cost.
SPECIAL: This mutation may be taken more than once. It can
Gills [Minor] MP Cost: 2 be used to increase the number of times you may use the same
power, or give you a new power you may use three times per day.
You grow a set of gills that can draw the oxygen out of water. The
gills appear on your neck, chest, or back (near your windpipe or
lungs).
Radiation Resistance [Minor] MP Cost: 3
You can breathe both air and water. You can operate underwater You can ignore the effects of some levels of radiation.
indefinitely, with no fear of drowning. You gain radiation resistance. You treat an irradiated area
or radiation source as one degree weaker for the purpose of
Great Horns [Minor] MP Cost: 1 determining radiation exposure (severe becomes high, high
becomes medium, medium becomes low, and you are unaffected
by low degrees of exposure).
You sprout horns capable of damaging or goring a target. The
horns may be curled like a ram’s or pointed like a bull’s. Conversely,
you may grow a single horn in the middle of the forehead, like that
of a rhinoceros, or a large rack of antlers, like that of a moose.
Scaly Armor [Minor] MP Cost: 3
You gain a single gore attack that deals bludgeoning damage Thick, overlapping scales cover your body. The scales are hard but
(curled ram horns or moose antlers) or piercing damage (pointed dry to the touch.
bull horns or one great rhino horn). The amount of damage You gain a +1 natural armor bonus to AC, or your existing natural
depends on your size: Small 1d4, Medium-size 1d6, Large 1d8. If armor bonus improves by 1.
you get multiple attacks in a round, you can gore multiple times.
SPECIAL: A creature with fur, chitin, or the Exoskeleton mutation
cannot gain this mutation.
Major Mutations
used for gripping objects.
The tail provides a +2 mutation bonus on all Athletic (Balance)
checks. In addition, you gain a single tail slam attack that deals
bludgeoning damage dependent on your size: Small 1d4, Medium-
size 1d6, Large 1d8. If you get multiple attacks in a round, you can Adaptive Body (Major) MP Cost: 6
strike multiple times with your tail. Your tail is treated as a natural
weapon and does not provoke attacks of opportunity. Your body can adapt to better absorb different types of weapon
damage.
SPECIAL: A creature that already has a tail or the Prehensile Tail
mutation cannot gain this mutation. This mutation can be used in You gain one of the following types of damage resistance (your
conjunction with the Stinger mutation. choice): Ballistic, bludgeoning, piercing, or slashing. At the start
of your turn, as a free action, you can alter the type of damage
reduction, choosing a different type from the list above. The
Thick Fur Coat [Minor] MP Cost: 1 change persists until the start of your next turn.
You move swiftly on all fours. SPECIAL: This mutation can be used in conjunction with the Tail
mutation, but the tail cannot be used as a bludgeoning weapon
Your base land speed increases by 10 feet when you move on all during the same round the stinger is used.
fours. If you have anything in your hands, you cannot run on all
fours.
Telekinetic Mind [Major] MP Cost: 5
Radioactive [Major] MP Cost: 5 You can perform minor telekinetic feats.
You are immune to some radiation and can emit bursts of harmful As a move action, you can move an unattended object weighing up
radiation from your body. to 5 pounds up to 15 feet in any direction. Using this ability does
not provoke attacks of opportunity. You must be able to see the
You are immune to low, and medium degrees of radiation object you are affecting, however. You must concentrate on the
exposure. In addition, your body acts as a radiation battery, storing object to move it telekinetically. If your concentration is broken
the energy for later use. Once per day as a free action, you may while you are levitating the object, the object falls.
release a 60-foot-radius burst of radiation centered on you. All
creatures within the burst radius are exposed to a medium degree This ability can be used at will.
of radiation (Constitution DC 18, incubation period 3d6 hours,
initial and secondary damage 1d6–1 Con).
Mutation Drawbacks
tentacle isn’t dexterous enough to fire ranged weapons, but it can
be used to make a slam attack. The tentacle’s slam attack deals
an amount of bludgeoning damage dependent on your size: Small
1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a
round, you can strike with the tentacle multiple times. The tentacle
is treated as a natural weapon with a 10-foot reach, and attacks
Ability Decay [Drawback] MP Value: 4
made with it do not provoke attacks of opportunity. Your body or mind suffers from some marked deformity or
deterioration.
Venomous Bite [Major] MP Cost: 4 One of your ability scores (your choice) permanently decreases by
2. You cannot apply this drawback to an ability score of 3 or less.
Your natural bite attack injects poison into your victim’s SPECIAL: You may take this drawback multiple times. Its effects
bloodstream. stack.
Any creature you successfully hit with your bite attack must make
a successful Constitution save (DC 10 + one-half your level + your
Constitution modifier) to negate the effects (initial and secondary Achilles Heel [Drawback] MP Value: 2
damage 1d4 Con).
Any attack roll made to confirm a critical hit against you gains a +4
SPECIAL: You must have a natural bite attack to gain the benefit of circumstance bonus.
this mutation. You cannot take this mutation if you have the Acidic
Saliva mutation.
Blood Hunger [Drawback] MP Value: 1
Very Thick Hide [Major] MP Cost: 6 You crave the taste of blood. Moreover, you need to drink blood to
survive.
You have an unusually tough hide. Increase your natural armor
You must drain a pint of blood from a living creature once every 24
bonus to AC by 2.
hours. Doing so is an attack action, and you can only drain blood
SPECIAL: A creature with thin skin, thick hide, an extremely thick from a willing, helpless, or dying (but not dead) creature. The bitten
hide, or scaly armor cannot gain this mutation. creature takes normal damage from the bite attack plus an extra
1d6 points of damage from the blood loss.
If you go 24 hours without consuming blood, you take 1d4 points
of Constitution damage. Drinking a pint of blood cures the ability
damage caused by blood deprivation in 1d6 rounds. Ability
damage caused by blood deprivation cannot be restored through
Frailty [Drawback] MP Value: 3 You release pheromones that other creatures find repulsive.
You take a –4 penalty on all Persuasion and Animal Handling
Your body is particularly vulnerable to the ravages of poison, checks made against creatures within 30 feet of you.
disease, radiation, and other ailments. You also have trouble
stabilizing when severely wounded. SPECIAL: You cannot take this drawback if you have the
Pheromone Attraction mutation.
You take a –2 penalty on all Constitution saves, including saves
made to stabilize at negative hit points.
Poisonous Blood [Drawback] MP Value: 6
Heat/Cold Susceptibility [Drawback] MP Value: 1 Your blood is poisonous to your own body. You must take regular
doses of antitoxin to resist the poison’s effects.
Your body does not react well to particularly hot or cold
temperatures. If you go 24 hours without taking a dose of antitoxin you must
make a successful Constitution save (DC 15) or take 1d4 points
You take double damage from heat or cold. of Constitution damage. Taking a dose of antitoxin cures the
ability damage caused by antitoxin deprivation in 1d6 rounds.
Lethargy [Drawback] MP Value: 2 Ability damage caused by antitoxin deprivation cannot be restored
through natural healing.
Thanks to slow electronic impulses along your central nervous SPECIAL: This drawback can be taken only in Tech Level 1 or
system, you have trouble reacting quickly to danger. higher campaigns (when antitoxin is available).
You take a –2 penalty on all Dexterity saves.
SPECIAL: You cannot take this mutation if you have the Lightning
Tech Level 2
Cybernetics is still in its formative stage. This era sees the
first use of independently powered cybernetics, including
servolimbs.
As cybernetics is still new and can have negative side
effects, its adoption is not universal. Most people still
prefer mundane equipment, which is generally cheaper,
safer, and less troublesome to repair, replace, or upgrade.
Cybernetics becomes the preferred choice only when
mundane equipment is impractical or unavailable— or when
the recipient is fixated on self-improvement.
Medical plans eventually come to offer at least baseline
prosthetics to compensate for disabling injuries, such as the
loss or partial loss of a limb, though such plans do not cover
elective cybernetic surgery. Their concern is overall health—not
“cosmetic” enhancement. For those who want more than just
replacements, a new kind of clinic appears, offering cybernetic
enhancements.
Cybernetic Attachments
Two kinds of cybernetic attachments exist: replacements and
enhancements.
rePlaceMents
Replacements are prosthetic or artificial units intended to
replace lost limbs and damaged organs. Common replacements
provide no benefits other than duplicating the essential
functions of their biological counterparts, and they present little
strain on the beneficiary’s overall well-being. In appearance, a
cybernetic replacement can be recognizably artificial or virtually
indistinguishable from the real thing.
enhanceMents
Enhancements bestow new abilities or improve the recipient in
some fashion. Enhancements include skeletal reinforcement,
subcutaneous communications hardware, and weapon mounts.
Some enhancements have visible external components, while
others are hidden beneath the skin. Enhancements put more of
a drain on the body’s resources, and recipients frequently suffer
debilitating physical or mental side effects.
Servo-Arm (TL 2)
A servo-arm fully replaces a lost or destroyed biological arm. The
servo-arm may begin at the shoulder, elbow, or wrist.
The servo-arm duplicates the function of its biological counterpart.
It provides no special game benefits.
COST: 1,000 Bu TYPE: External
HARDNESS/HIT POINTS: 3/5.
Servo-Leg (TL 2)
A servo-leg fully replaces a lost or destroyed biological leg. The
servo-leg may begin at the thigh, knee, or ankle.
The servo-leg duplicates the function of its biological counterpart.
It provides no special game benefits.
COST: 1,000 Bu TYPE: External
HARDNESS/HIT POINTS: 3/7.
Stabilizer (TL 2)
A stabilizer releases chemical coagulants into a dying recipient’s
bloodstream to prevent excess blood loss, effectively stabilizing
them. A stabilizer is usually installed near your heart.
If reduced to negative hit points, you automatically stabilize.
COST: 3,500 Bu TYPE: Internal
HARDNESS/HIT POINTS: –/3.
Your Turn
COMBAT STEP BY STEP
1. Determine surprise. The GM determines whether anyone
On your turn in combat, you can make up to three actions.
Attack Action: Attack rolls take a variety of forms and are often
highly variable based on the weapon you are using for the attack,
involved in the combat encounter is surprised. but there are three main types: melee attack rolls, ranged attack
2. Establish positions. The GM decides where all the characters rolls, and spell attack rolls.
and monsters are located. Given the adventurers’ marching order Move Action: You can move a distance up to your speed and take
or their stated positions in the room or other location, the GM one action. You decide whether to move first or take an action
figures out where the adversaries are— how far away and in what first. Your speed—sometimes called your walking speed—is noted
direction. on your character sheet.
3. Roll initiative. Everyone involved in the combat encounter rolls Free Action: You drink a potion, shout an order, raise your shield, or
initiative, determining the order of combatants’ turns. any other minor action that is not an Attack or Move Action.
4. Take turns. Each participant in the battle takes a turn in initiative The most common actions you can take are described in the
order. “Actions in Combat” section later in this chapter. Many class
5. Begin the next round. When everyone involved in the combat features and other abilities provide additional options for your
has had a turn, the round ends. Repeat step 4 until the fighting action.
stops. You can forgo moving, taking an action, or doing anything at all
on your turn. If you can’t decide what to do on your turn, consider
Surprise taking the Dodge, Ready or Total Defence action.
A band of adventurers sneaks up on a bandit camp, springing from
Bonus Actions
the trees to attack them. A gelatinous cube glides down a dungeon
passage, unnoticed by the adventurers until the cube engulfs one
of them. In these situations, one side of the battle gains surprise
over the other. Various class features, spells, and other abilities let you take
an additional action on your turn called a bonus action. The
The GM determines who might be surprised. If neither side tries Cunning Action feature, for example, allows an operative to take
to be stealthy, they automatically notice each other. Otherwise, a bonus action. You can take a bonus action only when a special
the GM compares the Dexterity (Stealth) checks of anyone hiding ability, spell, or other feature of the game states that you can do
with the passive Wisdom (Perception) score of each creature on something as a bonus action. You otherwise don’t have a bonus
the opposing side. Any character or monster that doesn’t notice a action to take.
threat is surprised at the start of the encounter.
You can take only one bonus action on your turn, so you must
If you’re surprised, you can’t move or take an action on your first choose which bonus action to use when you have more than one
turn of the combat, and you can’t take a reaction until that turn available.
ends. A member of a group can be surprised even if the other
members aren’t. You choose when to take a bonus action during your turn, unless
the bonus action’s timing is specified, and anything that deprives
you of your ability to take actions also prevents you from taking a
Initiative bonus action.
Initiative determines the order of turns during combat. When
combat starts, every participant makes a Dexterity check to
determine their place in the initiative order. The GM makes one roll Free Action
for an entire group of identical creatures, so each member of the
group acts at the same time. You can communicate however you are able, through brief
utterances and gestures, as you take your turn.
The GM ranks the combatants in order from the one with the
Being Prone
Because larger creatures take up more space, fewer of them
can surround a creature. If five Large creatures crowd around
a Medium or smaller one, there’s little room for anyone else. In
Combatants often find themselves lying on the ground, either contrast, as many as twenty Medium creatures can surround a
because they are knocked down or because they throw themselves Gargantuan one.
down. In the game, they are prone, a condition described in
Conditions.
Reach
To get up from being prone, you must use an action. Usually this
Reach is how far you can physically reach with your body or a
is your free action. Once you are no longer prone you can use your
weapon. Melee Strikes rely on reach. Your reach also creates an
other two actions if you haven’t already.
area around your space where other creatures could trigger your
To move while prone, you must crawl or use magic such as reactions. Your reach is typically 5 feet, but weapons with the reach
teleportation. Every foot of movement while crawling costs 1 extra trait can extend this. Larger creatures can have greater reach; for
foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of instance, an ogre has a 10-foot reach. Unlike with measuring most
movement. distances, 10-foot reach can reach 2 squares diagonally. Reach
greater than 10 feet is measured normally; 20-foot reach can
reach 3 squares diagonally, 25-foot reach can reach 4, and so on.
Moving Around Other Creatures
You can move through a non-hostile creature’s space. In contrast,
Squeezing into a Smaller Space
you can move through a hostile creature’s space only if the A creature can squeeze through a space that is large enough
creature is at least two sizes larger or smaller than you. Remember for a creature one size smaller than it. Thus, a Large creature
that another creature’s space is difficult terrain for you. can squeeze through a passage that’s only 5 feet wide. While
squeezing through a space, a creature must spend 1 extra foot for
Whether a creature is a friend or an enemy, you can’t willingly end every foot it moves there, and it has disadvantage on attack rolls
your move in its space. and Dexterity saving throws. Attack rolls against the creature have
advantage while it’s in the smaller space.
Flying Movement
Flying creatures enjoy many benefits of mobility, but they must
Variant: Playing on a Grid
also deal with the danger of falling. If a flying creature is knocked If you play out a combat using a square grid and miniatures or
prone, has its speed reduced to 0, or is otherwise deprived of the other tokens, follow these rules.
ability to move, the creature falls, unless it has the ability to hover
or it is being held aloft by magic, such as by the fly spell. Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on
Creature Size
the grid. This means you use your speed in 5-foot segments. This
is particularly easy if you translate your speed into squares by
dividing the speed by 5. For example, a speed of 30 feet translates
Each creature takes up a different amount of space. The Size into a speed of 6 squares.
Categories and Reach table shows how much space a creature of
a particular size controls in combat. Objects sometimes use the If you use a grid often, consider writing your speed in squares on
same size categories. your character sheet.
SIZE CATEGORIES AND REACH Entering a Square. To enter a square, you must have at least 1
square of movement left, even if the square is diagonally adjacent
Size Space Reach
to the square you’re in.
Tiny 2.5 ft. or less 0
If a square costs extra movement, as a square of difficult terrain
Small 5 ft. 5
does, you must have enough movement left to pay for entering it.
Medium 5 ft. 5 For example, you must have at least 2 squares of movement left to
Large 10 ft. 10 enter a square of difficult terrain.
Huge 15 ft. 15 CORNERS. Diagonal movement can’t cross the corner of a wall,
Gargantuan 20 ft. or more 20 large tree, or other terrain feature that fills its space.
Actions in Combat that trigger, or you choose to move up to your speed in response
to it. Examples include “If the cultist steps on the trapdoor, I’ll pull
the lever that opens it,” and “If the goblin steps next to me, I move
When you take your action on your turn, you can take one of the
away.”
actions presented here, an action you gained from your class or a
special feature, or an action that you improvise. Many monsters When the trigger occurs, you can either take your reaction right
have action options of their own in their stat blocks. after the trigger finishes or ignore the trigger. Remember that you
can take only one reaction per round.
When you describe an action not detailed elsewhere in the rules,
the GM tells you whether that action is possible and what kind of When you ready a spell, you cast it as normal but hold its energy,
roll you need to make, if any, to determine success or failure. which you release with your reaction when the trigger occurs.
To be readied, a spell must have a casting time of 1 action, and
Dash holding onto the spell’s magic requires concentration. If your
concentration is broken, the spell dissipates without taking effect.
When you take the Dash action, you gain extra movement for the For example, if you are concentrating on the web spell and ready
current turn. The increase equals your speed, after applying any magic missile, your web spell ends, and if you take damage before
modifiers. With a speed of 30 feet, for example, you can move up you release magic missile with your reaction, your concentration
to 60 feet on your turn if you dash. might be broken.
Any increase or decrease to your speed changes this additional
movement by the same amount. If your speed of 30 feet is reduced Improvising an Action
to 15 feet, for instance, you can move up to 30 feet this turn if you
Your character can do things not covered by the actions in this
dash.
chapter, such as breaking down doors, intimidating enemies,
sensing weaknesses in magical defenses, or calling for a parley
Dodge with a foe. The only limits to the actions you can attempt are your
When you take the Dodge action, you focus entirely on avoiding imagination and your character’s ability scores.
attacks. Until the start of your next turn, any attack roll made When you describe an action not detailed elsewhere in the rules,
against you has disadvantage if you can see the attacker, and the GM tells you whether that action is possible and what kind of
you make Dexterity saving throws with advantage. You lose this roll you need to make, if any, to determine success or failure.
benefit if you are incapacitated (as explained in appendix A) or if
your speed drops to 0.
Search
Help When you take the Search action, you devote your attention to
finding something. Depending on the nature of your search, the
You can lend your aid to another creature in the completion of a GM might have you make a Wisdom (Perception) check or an
task. When you take the Help action, the creature you aid gains Intelligence (Investigation) check.
advantage on the next ability check it makes to perform the task
you are helping with, provided that it makes the check before the
start of your next turn.
Use an Object
You normally interact with an object while doing something else,
Alternatively, you can aid a friendly creature in attacking a creature
such as when you draw a sword as part of an attack. When an
within 5 feet of you. You feint, distract the target, or in some other
object requires your action for its use, you take the Use an Object
way team up to make your ally’s attack more effective. If your ally
action. This action is also useful when you want to interact with
attacks the target before your next turn, the first attack roll is made
more than one object on your turn.
with advantage.
Hide Command
If you have a minion (Animal Companion or Familiar) you can give
When you take the Hide action, you make a Dexterity (Stealth)
it a command that allows the minion to perform 2 actions. If no
check in an attempt to hide, following the rules for hiding. If you
commands are given during your turn, the minion will do nothing
succeed, you gain certain benefits, as described in the “Unseen
if they are mindless (example: a golem), animals will follow their
Attackers and Targets” section later in this chapter.
instincts and intelligent minions will do as they please.
Raise Shield
PREREQUISITE: Wielding a shield Minion Actions
You position your shield to protect yourself. When you have Raised A minion can use only 2 actions per turn and can’t use reactions.
Shield, you gain its listed circumstance bonus to AC. Your shield The minion acts on your turn during combat, once per turn, after it
remains raised until the start of your next turn. has been given a command. It can perform one Move Action and
one Support Action.
Ready Move Action: The minion can move a distance up to its speed.
Sometimes you want to get the jump on a foe or wait for a
Size Modifier 3. Resolve the attack. You make the attack roll. On a hit, you
roll damage, unless the particular attack has rules that specify
The bigger an opponent is, the easier it is to hit in combat. The otherwise. Some attacks cause special effects in addition to or
smaller it is, the harder it is to hit. Since this same modifier applies instead of damage.
to attack rolls a creature doesn’t have a hard time attacking
another creature of the same size. Size modifiers are shown on If there’s ever any question whether something you’re doing
Table: Defense Size Modifiers. counts as an attack, the rule is simple: if you’re making an attack
roll, you’re making an attack.
DEFENSE SIZE MODIFIERS
Size (Example) Size Modifier AC Second Strike
Colossal (blue whale [90 ft. long) -8 After your Attack Action, if you haven’t moved, you may choose
Gargantuan (gray whale [40 ft. long) -6 to replace your Move Action with the Second Strike option. This
Huge (elephant) -4
allows you to make a second Attack Action but with a -5 penalty
to the attack roll.
Large (lion) -2
Medium-size (human) 0 Attack Rolls
Small (German shepherd) +1
When you make an attack, your attack roll determines whether the
Tiny (housecat) +3 attack hits or misses. To make an attack roll, roll a d20 and add the
Diminutive (rat) +4 appropriate modifiers. If the total of the roll plus modifiers equals
Fine (horsefly) +8 or exceeds the target’s Armor Class (AC), the attack hits. The AC
of a character is determined at character creation, whereas the AC
Total Defense Action of a monster is in its stat block.
Cast a Spell
Ability Modifier. The ability modifier used for a melee weapon
attack is Strength, and the ability modifier used for a ranged
weapon attack is Dexterity. Weapons that have the finesse or
Spellcasters such as Mages and Disciples, as well as many thrown property break this rule.
monsters, have access to spells and can use them to great effect
in combat. Each spell has a casting time, which specifies whether Some spells also require an attack roll. The ability modifier
the caster must use an action, a reaction, minutes, or even hours used for a spell attack depends on the spellcasting ability of the
to cast the spell. Casting a spell is, therefore, not necessarily spellcaster.
an action. Most spells do have a casting time of 1 action, so a Proficiency Bonus. You add your proficiency bonus to your
spellcaster often uses his or her action in combat to cast such a attack roll when you attack using a weapon with which you have
spell. proficiency, as well as when you attack with a spell.
Melee attack roll result = d20 roll + Strength modifier (or optionally
Attack Dexterity modifier for a finesse weapon) + proficiency bonus +
other bonuses + penalties
The most common action to take in combat is the Attack action,
whether you are swinging a sword, firing an arrow from a bow, or Rolling 1 or 20
brawling with your fists. Sometimes fate blesses or curses a combatant, causing the
With this action, you make one melee or ranged attack. See the novice to hit and the veteran to miss.
“Making an Attack” section for the rules that govern attacks. If the d20 roll for an attack is a 20, the attack hits regardless of any
Certain features, such as the Extra Attack feature of the Warrior, modifiers or the target’s AC. In addition, the attack is a critical hit,
allow you to make more than one attack with this action. as explained later in this chapter.
If the d20 roll for an attack is a 1, the attack misses regardless of
flankinG
When you and an ally are flanking a foe, it has a harder time
defending against you. A creature is flat-footed (taking a –2
penalty to AC) to creatures that are flanking it.
To flank a foe, you and your ally must be on opposites sides or
corners of the creature. A line drawn between the center of your Flanked
space and the center of your ally’s space must pass through
opposite sides or opposite corners of the foe’s space. Additionally,
both you and the ally have to be able to act, must be wielding
melee weapons or able to make an unarmed attack, can’t be under
any effects that prevent you from attacking, and must have the
Melee Attacks
enemy within reach. If you are wielding a reach weapon, you use Used in hand-to-hand combat, a melee attack allows you to
your reach with that weapon for this purpose. attack a foe within your reach. A melee attack typically uses
a handheld weapon such as a sword, a warhammer, or an axe.
Ranged Attacks A typical monster makes a melee attack when it strikes with its
claws, horns, teeth, tentacles, or other body part. A few spells also
involve making a melee attack.
When you make a ranged attack, you fire a gun or a crossbow,
hurl a handaxe, or otherwise send projectiles to strike a foe at a Most creatures have a 5-foot reach and can thus attack targets
distance. A monster might shoot spines from its tail. Many spells within 5 feet of them when making a melee attack. Certain
also involve making a ranged attack. creatures (typically those larger than Medium) have melee attacks
with a greater reach than 5 feet, as noted in their descriptions.
Ranged attack roll result = d20 roll + Dexterity modifier +
proficiency bonus + other bonuses + penalties When you are unarmed, you can fight in melee by making an
unarmed strike.
ranGe
You can make ranged attacks only against targets within a
two-weaPon fiGhtinG
specified range. When you take the Attack action and attack with a light melee
weapon that you’re holding in one hand, you can use a bonus
If a ranged attack, such as one made with a spell, has a single
action to attack with a different light melee weapon that you’re
range, you can’t attack a target beyond this range.
holding in the other hand. You don’t add your ability modifier to
Some ranged attacks, such as those made with a longbow or a the damage of the bonus attack, unless that modifier is negative.
shortbow, have two ranges. The smaller number is the normal
If either weapon has the thrown property, you can throw the
range, and the larger number is the long range. Your attack roll
weapon, instead of making a melee attack with it.
has disadvantage when your target is beyond normal range, and
you can’t attack a target beyond the long range.
GraPPlinG
ranGeD attacks in close coMbat When you want to grab a creature or wrestle with it, you can use
the Attack action to make a special melee attack, a grapple. If
Aiming a ranged attack is more difficult when a foe is next to you.
you’re able to make multiple attacks with the Attack action, this
When you make a ranged attack with a weapon, a spell, or some
attack replaces one of them.
other means, you have disadvantage on the attack roll if you are
within 5 feet of a hostile creature who can see you and who isn’t The target of your grapple must be no more than one size larger
incapacitated. than you, and it must be within your reach. Using at least one
free hand, you try to seize the target by making a grapple check,
a Strength (Athletics) check contested by the target’s Strength or
Dexterity (Athletics) check (the target chooses the ability to use).
CALLED SHOTS
including attack rolls with two-handed weapons. Damage rolls
do not gain any benefit from Strength or Dexterity scores. If the
target is wielding a weapon or other held object, they must make a
successful Strength or Dexterity saving throw (target’s choice) or
To perform a called shot, a player must have a Trait or Feat that drop the held object.
allows called shots. In order to perform a called shot, a player
Critical Effect: If the target fails their saving throw, the hand is
must declare their called shot attempt and location before making
permanently damaged and the resulting penalties also become
their attack rolls. Once declared, the player suffers disadvantage
permanent unless the target receives healing from a lesser
on the called shot attack roll. An attack roll suffering disadvantage
restoration or heal spell.
already automatically fails as a called shot attempt.
Each called shot attempt also modifies a target’s AC. If the attack
roll succeeds, hitting the monster’s modified called shot AC, the
Head (+2 AC)
attacker hits and deals damage normally, but also deals the called A called shot to the head leaves the target stunned for 1 round. If a
shot effect. creature has more than one head, it instead suffers disadvantage
on its next action on its turn.
Sometimes a save is called for. In such cases, the target must
make a Constitution save equal to the amount of damage inflicted. Critical Effect: If the target fails their saving throw, they are instead
On a failed save, they suffer a penalty of some kind, or an additional stunned (or suffer disadvantage) for 1d4 rounds.
effect.
Optional Rule: If both attacks hit the target, but you missed the
Heart (+4 AC)
increased AC of the called shot, you do normal damage against A critical hit to the heart pierces the organ, causing exhaustion
the target as though you made a normal attack (no special effect). and double damage. In addition, the target suffers damage each
round equal to the base damage dice inflicted until dead or healed.
Arms/Wings (+2 AC) In either case, stopping the damage requires either regeneration
(spell or special ability), magic healing that heals as many points
On a failed Constitution save, any ability checks made using of damage (from one or more sources) as the original blow dealt, or
the wounded arm suffer disadvantage for 1d4 minutes or until a successful DC 20 Heal check that takes 1d4 rounds to complete.
the creature receives healing. A flying creature shot in the wing
descends involuntarily if they fail their saving throw. Critical Effect: If the target fails their saving throw, they lose half
their maximum hit points and suffer the ongoing damage as above.
Critical Effect: On a critical hit, if the target fails their save, the
attack severs an important muscle or tendon and the arm or wing
becomes useless unless healed with a lesser restoration or heal
Leg (+2 AC)
spell. On a failed Strength or Dexterity save, a called shot to a leg
halves the target creature’s speed for 1d4 rounds if it has two or
If the critically effected arm is a Servo-Arm, a successful DC 20
fewer legs, and by 10 feet if it has more than two legs. The speed
Repair check for 1d4 rounds is required to mend it.
penalty for hits on legs stack, but the creature’s speed cannot be
Healing: When an effect requires healing, any rest that allows you reduced below 5 feet per round. Additionally, any skill or ability
to regain hit points, curative magic or potions also counts. Some checks involving movement (such as Athletics checks) suffer
effects require magic healing. disadvantage.
Critical Effect: If the target fails their saving throw, their leg is
Chest (+0 AC) permanently damaged and healing that damage requires either
A called shot to the chest deals no additional damage, but causes regeneration (spell or special ability), magic healing that heals
the target to gain 1 level of exhaustion. as many points of damage (from one or more sources) as the
original blow dealt, or a successful DC 20 Heal check that takes
Critical Effect: On a critical hit the exhaustion levels increase to
1d4 rounds to complete.
1d3.
Damage Types
throws. A target has half cover if an obstacle blocks at least half
of its body. The obstacle might be a low wall, a large piece of
furniture, a narrow tree trunk, or a creature, whether that creature
is an enemy or a friend. Different attacks, damaging spells, and other harmful effects deal
different types of damage. Damage types have no rules of their
A target with three-quarters cover has a +5 bonus to AC and own, but other rules, such as damage resistance, rely on the types.
Dexterity saving throws. A target has three- quarters cover if
about three-quarters of it is covered by an obstacle. The obstacle The damage types follow, with examples to help a GM assign a
might be a portcullis, an arrow slit, or a thick tree trunk. damage type to a new effect.
A target with total cover can’t be targeted directly by an attack or ACID. The corrosive spray of a black dragon’s breath and the
a spell, although some spells can reach such a target by including dissolving enzymes secreted by a black pudding deal acid damage.
it in an area of effect. A target has total cover if it is completely BALLISTIC. Damage taken from firearm attacks, including
concealed by an obstacle. handguns and rifles’, deal ballistic damage.
Firearms
to determine where the explosive lands. If the weapon was thrown
two to three range increments (11 to 30 feet), roll 1d8. For ranges
of up to five range increments (31 to 50 feet), roll 1d12.
The most basic form of attack with a firearm is a single shot. One
attack is one pull of the trigger and fires one bullet at one target. After determining where the explosive landed, it deals its damage
to all targets within the burst radius of the weapon. The targets
There are three types of firearms, they are; Sidearms, Longarms may make Reflex saves (DC varies according to the explosive
and Heavy Weapons. There are certain feats that allow a character type) for half damage.
to make this sort of attack without penalty. If a character isn’t
proficient in firearms, they takes a -4 penalty on attacks with that
type of weapon. Planted Explosives
A number of other feats allow a character to deal extra damage A planted explosive is set in place, with a timer or fuse determining
PREREQUISITE: Proficiency in Treat Injury Spend a Heroic Action to reroll a check or save. You can use which
ever roll is higher. You can’t use more than 1 Heroic Action on a
You spend 10 minutes treating one injured living creature (targeting check/save).
yourself, if you so choose). The target is then temporarily immune
to Treat Injury actions for 1 hour. Spend a Heroic Action to reroll an attack, giving you Advantage, or
make an enemy reroll an attack with Disadvantage.
The Treat Injury check DC is usually 15, though the GM might
adjust it based on the circumstances, such as treating a patient Spend a Heroic Action to avoid death. You can do this when your
outside in a storm, or treating magically cursed wounds. The dying condition would increase. You lose the dying condition
damage dealt on a critical failure remains the same. entirely and stabilize with 1 Hit Points. You don’t gain the wounded
condition or increase its value from losing the dying condition in
If you succeed at your check, you can continue treating the target this way, but if you already had that condition, you don’t lose it or
to grant additional healing. If you treat them for a total of 1 hour, decrease its value.
double the Hit Points they regain from Treat Injury.
The result of your Treat Injury check determines how many Hit Describing Heroic Deeds
Points the target regains.
Because spending Heroic Actions reflects heroic deeds or tasks
Critical Success. The target regains 4d8 Hit Points, and its that surpass normal expectations, if you spend a Heroic Action,
wounded condition is removed. you should describe the deed or task your character accomplishes
Success. The target regains 2d8 Hit Points, and its wounded with it to the other players.
condition is removed. Your character’s deed might invoke a lesson learned in a past
Critical Failure. The target takes 1d8 damage. adventure, could be spurred by a determination to save someone
else, or might depend on an item that ended up on their person
Natural Healing due to a previous exploit. If you don’t want to describe the deed
or don’t have any strong ideas about how to do so, ask the GM
A character recovers 1 Hit Point per character level per evening of to come up with something for you. This can be a collaborative
rest (8 hours of sleep). process, too. The GM might remind you of a long-forgotten event
A character undergoing complete bed rest (doing nothing for an in the campaign, and all you have to do is fill in how that event
entire day) recovers 2 hit points per character level. comes to mind just at the right time, motivating you to push past
your limits.
Vehicle Speed
number of squares that falls within its speed category. The
driver can attempt maneuvers to change the vehicle’s course or
speed. These maneuvers can be attempted at any point along
Vehicle speed is expressed in five categories: stationary, alley the vehicle’s route. The driver can choose to use his or her attack
speed, street speed, highway speed, and all-out. Each of these action to attempt additional maneuvers.
speed categories represents a range of possible movement Each
round, a vehicle moves according to its current speed category. The two kinds of vehicle movement are simple maneuvers and
stunts.
Stationary
The vehicle is motionless.
Ram
At Character Scale, a driver does not have to perform a maneuver
Alley Speed to ram another vehicle-he or she only needs to drive his or her
vehicle into the other vehicle’s square, and a collision occurs (see
This speed is used for safely maneuvering a vehicle in tight spaces, Collisions and Ramming).
such as alleys and parking garages. It tops out at about the speed
a typical person can run. At Chase Scale, however, more than one vehicle can occupy the
same square and not collide-so ramming another vehicle requires
a simple maneuver. The driver moves his or her vehicle into the
Street Speed other vehicle’s square and states that he or she is attempting
The vehicle is traveling at a moderate speed, up to about 45 miles to ram. Resolve the ram as a collision, except that the driver of
per hour. the target vehicle can make a Reflex save (DC 15) to reduce the
damage to both vehicles by half.
Highway Speed
The vehicle is moving at a typical highway speed, from about 45
Avoid Hazard
to 80 miles per hour. Vehicle combat rarely occurs on a perfectly flat, featureless plain.
When a vehicle tries to move through a square occupied by a
All-Out hazard, the driver must succeed on a Drive check to avoid the
hazard and continue moving.
The vehicle is traveling extremely fast, more than 80 miles per
hour. Structures simply cannot be avoided. Also, if a driver cannot make
a check (if he or she has used all his or her actions for the round in
Declaring Speed performing other stunts), he or she automatically fails to avoid the
hazard. In such cases, a collision occurs.
At the beginning of his or her action, a driver must declare his or
her speed category for the round. The driver can choose to go one The DC to avoid a hazard varies with the nature of the hazard.
category faster or slower than the vehicle’s speed category at the On a failed check, the vehicle hits the obstacle. For caltrops, this
end of the previous round. A stationary vehicle can change to alley means the caltrops make an attack against the vehicle (Caltrops).
speed in either forward or reverse. Most vehicles cannot go faster An oil slick forces the drive to make a Drive check (DC 15) to
than alley speed in reverse. retain control of the vehicle. Failing to avoid an object results in a
collision with the object (see Collisions and Ramming).
The Effects of Speed
A fast-moving vehicle is harder to hit than a stationary one-but it’s Jump
also harder to control, and to attack from. A driver can attempt to jump his or her vehicle across a gap in his
As shown on Table: Vehicle Speeds and Modifiers, when a vehicle or her path.
travels at street speed or faster, it gains a bonus to Defense. To make a jump, the vehicle must move in a straight line a number
However, that speed brings along with it a penalty on all skill of squares equal to its turn number. If the vehicle doesn’t have
checks and attack rolls made by characters aboard the vehicle- enough movement left to clear the gap, it must complete the jump
Vehicle Combat
For example, a character might decide to pull a lever, which might,
in turn, raise a portcullis, cause a room to flood with water, or open
a secret door in a nearby wall. If the lever is rusted in position,
As a general rule, the driver has disadvantage on attack rolls while though, a character might need to force it. In such a situation, the
the vehicle is moving, and the driver can only use one handed GM might call for a Strength check to see whether the character
ranged weapons while driving, such as pistols. can wrench the lever into place. The GM sets the DC for any such
• When making a ranged attack, you can target the vehicle or the check based on the difficulty of the task.
occupants. Characters can also damage objects with their weapons and
• Vehicles grants half cover to its occupants. Alternatively, they spells. Objects are immune to poison and psychic damage, but
can use the vehicle AC instead (whichever is higher). otherwise they can be affected by physical and magical attacks
much like creatures can. The GM determines an object’s Armor
Vehicles are immune to all conditions and to necrotic, poison,
Class and hit points, and might decide that certain objects have
psychic and radiant damage.
resistance or immunity to certain kinds of attacks. (It’s hard to
cut a rope with a club, for example.) Objects always fail Strength
Vehicle Hit Points and Dexterity saving throws, and they are immune to effects that
A vehicle reduced to 0 hit points is considered non-functional. require other saves. When an object drops to 0 hit points, it breaks.
If a vehicle is reduced to 0 hit points and there is damage remaining, A character can also attempt a Strength check to break an object.
it burst into flame if the damage equals or exceeds the vehicle The GM sets the DC for any such check.
sPell level
Every spell has a level from 0 to 10. A spell’s level is a general
indicator of how powerful it is, with the lowly (but still impressive)
magic missile at 1st level and the earth-shaking wish at 10th.
Cantrips—simple but powerful spells that characters can cast
almost by rote— are level 0. The higher a spell’s level, the higher
level a spellcaster must be to use that spell.
Spell level and character level don’t correspond directly. Typically,
a character has to be at least 19th level, not 10th level, to cast a
10th-level spell.
Cantrips Most spells have ranges expressed in feet. Some spells can target
only a creature (including you) that you touch. Other spells, such
A cantrip is a spell that can be cast at will, without using a spell as the shield spell, affect only you. These spells have a range of
slot and without being prepared in advance. Repeated practice self.
has fixed the spell in the caster’s mind and infused the caster with
the magic needed to produce the effect over and over. A cantrip’s Spells that create cones or lines of effect that originate from you
spell level is 0. also have a range of self, indicating that the origin point of the
spell’s effect must be you (see “Areas of Effect”).
Rituals Once a spell is cast, its effects aren’t limited by its range, unless
the spell’s description says otherwise.
Certain spells have a special tag: Ritual. Such a spell can be cast
following the normal rules for spellcasting, or the spell can be cast
as a ritual. The ritual version of a spell takes 10 minutes longer to Components
cast than normal. Casting some spells requires particular objects, specified in
It also doesn’t expend a spell slot, which means the ritual version parentheses in the spell entry.
of a spell can’t be cast at a higher level. To cast a spell as a ritual, A character can use a component pouch or a spellcasting focus
a spellcaster must have a feature that grants the ability to do in place of the components specified for a spell. But if a cost is
so. The Disciple and the Druid, for example, have such a feature. indicated for a component, a character must have that specific
The caster must also have the spell prepared or on his or her list component before he or she can cast the spell.
of spells known, unless the character’s ritual feature specifies
If a spell states that a material component is consumed by the
otherwise, as the Mage’s does.
spell, the caster must provide this component for each casting of
the spell.
Casting a Spell
A spellcaster must have a hand free to access these components,
When a character casts any spell, the same basic rules are but it can be the same hand that he or she uses to perform somatic
followed, regardless of the character’s class or the spell’s effects. components.
Each spell description begins with a block of information,
including the spell’s name, level, casting time, range, duration and Duration
components. The rest of a spell entry describes the spell’s effect.
A spell’s duration is the length of time the spell persists. A duration
can be expressed in rounds, minutes, hours, or even years. Some
Casting Time spells specify that their effects last until the spells are dispelled
Most spells require a single action to cast, but some spells require or destroyed.
a bonus action, a reaction, or much more time to cast.
Instantaneous
Bonus Action Many spells are instantaneous. The spell harms, heals, creates,
A spell cast with a bonus action is especially swift. You must use or alters a creature or an object in a way that can’t be dispelled,
a bonus action on your turn to cast the spell, provided that you because its magic exists only for an instant.
haven’t already taken a bonus action this turn. You can’t cast
another spell during the same turn, except for a cantrip with a Concentration
casting time of 1 action.
Some spells require you to maintain concentration in order to keep
their magic active. If you lose concentration, such a spell ends.
Reactions
If a spell must be maintained with concentration, that fact appears
Some spells can be cast as reactions. These spells take a fraction in its Duration entry, and the spell specifies how long you can
of a second to bring about and are cast in response to some event. concentrate on it. You can end concentration at any time (no
If a spell can be cast as a reaction, the spell description tells you action required).
exactly when you can do so.
Normal activity, such as moving and attacking, doesn’t interfere
Longer Casting Times with concentration. The following factors can break concentration:
Certain spells (including spells cast as rituals) require more time to • Casting another spell that requires concentration.
cast: minutes or even hours. When you cast a spell with a casting You lose concentration on a spell if you cast another spell that
time longer than a single action or reaction, you must spend your requires concentration. You can’t concentrate on two spells at
action each turn casting the spell, and you must maintain your once.
concentration while you do so (see “Concentration” below). If your
• Taking damage. Whenever you take damage while you are
concentration is broken, the spell fails, but you don’t expend a spell
concentrating on a spell, you must make a Constitution saving
slot. If you want to try casting the spell again, you must start over.
throw to maintain your concentration. The DC equals 10 or half
the damage you take, whichever number is higher. If you take
damage from multiple sources, such as an arrow and a dragon’s
If a spell targets a creature of your choice, you can choose yourself, Attack Rolls
unless the creature must be hostile or specifically a creature other
than you. If you are in the area of effect of a spell you cast, you can Some spells require the caster to make an attack roll to determine
target yourself. whether the spell effect hits the intended target. Your attack bonus
with a spell attack equals your spellcasting ability modifier + your
proficiency bonus.
Areas of Effect Most spells that require attack rolls involve ranged attacks.
Remember that you have disadvantage on a ranged attack roll if
Spells such as burning hands and cone of cold cover an area, you are within 5 feet of a hostile creature that can see you and that
allowing them to affect multiple creatures at once. isn’t incapacitated.
A spell’s description specifies its area of effect, which typically has
one of five different shapes: cone, cube, cylinder, line, or sphere. Combining Magical Effects
Every area of effect has a point of origin, a location from which the The effects of different spells add together while the durations of
spell’s energy erupts. The rules for each shape specify how you those spells overlap. The effects of the same spell cast multiple
position its point of origin. Typically, a point of origin is a point in times don’t combine, however. Instead, the most potent effect—
space, but some spells have an area whose origin is a creature or such as the highest bonus—from those castings applies while
an object. their durations overlap.
A spell’s effect expands in straight lines from the point of origin. For example, if two Disciples cast bless on the same target, that
If no unblocked straight line extends from the point of origin to a character gains the spell’s benefit only once; he or she doesn’t get
location within the area of effect, that location isn’t included in the to roll two bonus dice.
spell’s area. To block one of these imaginary lines, an obstruction
must provide total cover.
CONE. A cone extends in a direction you choose from its point of
origin. A cone’s width at a given point along its length is equal
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 is not included in the cone’s area of effect,
unless you decide otherwise.
CUBE. You select a cube’s point of origin, which lies anywhere on a
face of the cubic effect. The cube’s size is expressed as the length
of each side.
A
Symbol
Teleport
Wall of Iron
8TH LEVEL
Antimagic Field
Acid Arrow 2nd-Level
Antipathy/Sympathy Casting Time: 1 action Range: 90 feet
Clone Duration: Instantaneous
Control Weather A shimmering green arrow streaks toward a target within range
Cryobomb (TL 1) and bursts in a spray of acid. Make a ranged spell attack against
Demiplane the target. On a hit, the target takes 4d4 acid damage immediately
Dominate Monster and 2d4 acid damage at the end of its next turn. On a miss, the
arrow splashes the target with acid for half as much of the initial
Earthquake
damage and no damage at the end of its next turn.
Feeblemind
At Higher Levels: When you cast this spell using a spell slot of 3rd
Incendiary Cloud level or higher, the damage (both initial and later) increases by 1d4
Maze for each slot level above 2nd.
Mind Blank
Power Word Stun
Sunburst
Acid Splash Cantrip
Telepathy Casting Time: 1 action Range: 60 feet
9TH LEVEL Duration: Instantaneous
Astral Projection
You hurl a bubble of acid. Choose one creature within range, or
Foresight choose two creatures within range that are within 5 feet of each
Imprisonment other. A target must succeed on a Dexterity saving throw or take
Meteor Swarm 1d6 acid damage.
Prismatic Wall This spell’s damage increases by 1d6 when you reach 5th level
Shapechange (2d6), 11th level (3d6), and 17th level (4d6).
Time Stop
True Polymorph Aid 2nd-Level
Weird
Wish Casting Time: 1 action Range: 30 feet
10TH LEVEL Duration: 8hours
Gate Your spell bolsters your allies with toughness and resolve. Choose
Hyper Beam up to three creatures within range. Each target’s hit point maximum
and current hit points increase by 5 for the duration.
Pocket Nuke (TL 1)
Power Word Kill At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, a target’s hit points increase by an additional 5 for
each slot level above 2nd.
Casting Time: 1 action Range: 30 feet The target’s gear melds into the new form. The target can’t
activate, wield, or otherwise benefit from any of its equipment.
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm.
Choose a beast that you can see within range. Animate Dead 3rd-Level
It must see and hear you. If the beast’s Intelligence is 4 or higher, Casting Time: 1 minute Range: 10 feet
the spell fails. Otherwise, the beast must succeed on a Wisdom
saving throw or be charmed by you for the spell’s duration. If you Duration: Instantaneous
or one of your companions harms the target, the spells ends. This spell creates an undead servant. Choose a pile of bones or a
At Higher Levels. When you cast this spell using a spell slot of 2nd corpse of a Medium or Small humanoid within range. Your spell
level or higher, you can affect one additional beast for each slot imbues the target with a foul mimicry of life, raising it as an undead
level above 1st. creature. The target becomes a skeleton if you chose bones or a
zombie if you chose a corpse (the GM has the creature’s game
statistics).
Animal Messenger (Ritual) 2nd-Level On each of your turns, you can use a bonus action to mentally
command any creature you made with this spell if the creature
Casting Time: 1 action Range: 30 feet is within 60 feet of you (if you control multiple creatures, you can
Duration: 24 hours command any or all of them at the same time, issuing the same
command to each one). You decide what action the creature will
By means of this spell, you use an animal to deliver a message.
take and where it will move during its next turn, or you can issue
Choose a Tiny beast you can see within range, such as a squirrel,
a general command, such as to guard a particular chamber or
a blue jay, or a bat. You specify a location, which you must have
corridor. If you issue no commands, the creature only defends
visited, and a recipient who matches a general description, such
itself against hostile creatures. Once given an order, the creature
as “a man or woman dressed in the uniform of the town guard”
continues to follow it until its task is complete.
An animated object is a construct with AC, hit points, attacks, Spells. Any active spell or other magical effect on a creature or an
Strength, and Dexterity determined by its size. Its Constitution is object in the sphere is suppressed while the creature or object is
10 and its Intelligence and Wisdom are 3, and its Charisma is 1. in it.
Its speed is 30 feet; if the object lacks legs or other appendages Magic Items. The properties and powers of magic items are
it can use for locomotion, it instead has a flying speed of 30 feet suppressed in the sphere. For example, a +1 longsword in the
and can hover. If the object is securely attached to a surface or sphere functions as a nonmagical longsword.
a larger object, such as a chain bolted to a wall, its speed is 0. It
A magic weapon’s properties and powers are suppressed if it is
has blindsight with a radius of 30 feet and is blind beyond that
used against a target in the sphere or wielded by an attacker in the
distance. When the animated object drops to 0 hit points, it reverts
sphere. If a magic weapon or a piece of magic ammunition fully
to its original object form, and any remaining damage carries over
leaves the sphere (for example, if you fire a magic arrow or throw a
to its original object form.
magic spear at a target outside the sphere), the magic of the item
If you command an object to attack, it can make a single melee ceases to be suppressed as soon as it exits.
attack against a creature within 5 feet of it. It makes a slam attack
Magical Travel. Teleportation and planar travel fail to work in the
with an attack bonus and bludgeoning damage determined by its
sphere, whether the sphere is the destination or the departure
size. The GM might rule that a specific object inflicts slashing or
point for such magical travel. A portal to another location, world, or
piercing damage based on its form.
plane of existence, as well as an opening to an extradimensional
At Higher Levels. If you cast this spell using a spell slot of 6th space such as that created by the rope trick spell, temporarily
level or higher, you can animate two additional objects for each closes while in the sphere.
slot level above 5th.
Creatures and Objects. A creature or object summoned or created
by magic temporarily winks out of existence in the sphere. Such a
Antilife Shell 5th-Level creature instantly reappears once the space the creature occupied
is no longer within the sphere.
Casting Time: 1 action Range: Self (10-foot radius) Dispel Magic. Spells and magical effects such as dispelmagic
Duration: Concentration, up to 1 hour have no effect on the sphere. Likewise, the spheres created by
different antimagic field spells don’t nullify each other.
A shimmering barrier extends out from you in a 10-foot radius
and moves with you, remaining centered on you and hedging out
creatures other than undead and constructs. The barrier lasts for
the duration.
If the target damages or otherwise harms an affected creature, Any creature or object entering the portal exits from the other
the affected creature can make a Wisdom saving throw to end the portal as if the two were adjacent to each other; passing through
effect, as described below. a portal from the nonportal side has no effect. The mist that fills
each portal is opaque and blocks vision through it. On your turn,
Ending the Effect. If an affected creature ends its turn while not you can rotate the rings as a bonus action so that the active side
within 60 feet of the target or able to see it, the creature makes faces in a different direction.
a Wisdom saving throw. On a successful save, the creature is
no longer affected by the target and recognizes the feeling of
repugnance or attraction as magical. In addition, a creature
affected by the spell is allowed another Wisdom saving throw
Arcane Hand 5th-Level
every 24 hours while the spell persists. Casting Time: 1 action Range: 120 feet
A creature that successfully saves against this effect is immune to Duration: Concentration, 1 minute
it for 1 minute, after which time it can be affected again.
You create a Large hand of shimmering, translucent force in an
unoccupied space that you can see within range. The hand lasts
Arc Cannon (TL 1) 2nd-Level for the spell’s duration, and it moves at your command, mimicking
the movements of your own hand.
Casting Time: 1 bonus action Range: Self The hand is an object that has AC 20 and hit points equal to your
Duration: Concentration, 10 minutes hit point maximum. If it drops to 0 hit points, the spell ends. It has
a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t
You evoke a gun that shoots lightning bolts in your free hand. The fill its space.
gun is similar in size, shape, and function to a flintlock pistol or a
pistol, if appropriate for the setting, and lasts for the duration. If When you cast the spell and as a bonus action on your subsequent
you let go of the cannon, it disappears, but you can evoke the gun turns, you can move the hand up to 60 feet and then cause one of
again as a bonus action. the following effects with it.
You can use your action to make a ranged spell attack with the Clenched Fist: The hand strikes one creature or object within 5
sparking gun, with a range equal to the long range of the gun. On feet of it. Make a melee spell attack for the hand using your game
a hit, the target takes 3d6 lightning damage. You have advantage statistics. On a hit, the target takes 4d8 force damage.
on attack rolls against objects or creatures made entirely of metal, Forceful Hand: The hand attempts to push a creature within 5
such as a steel pole or an iron golem. feet of it in a direction you choose. Make a check with the hand’s
Strength contested by the Strength (Athletics) check of the target.
If you cast the spell two or more times before completing your next
long rest, there is a cumulative 25 percent chance for each casting
after the first that you get a random reading. The GM makes this
B
roll in secret.
Bane 1st-Level
Aura of Life 4th-Level Casting Time: 1 action Range: 30 feet
Casting Time: 1 action Range: Self (30-foot radius) Duration: Concentration, 1 minute
Duration: Concentration, up to 10 minutes Up to three creatures of your choice that you can see within range
Life-preserving energy radiates from you in an aura with a 30-foot must make Charisma saving throws. Whenever a target that fails
radius. Until the spell ends, the aura moves with you, centered this saving throw makes an attack roll or a saving throw before the
on you. Each non-hostile creature in the aura (including you) has spell ends, the target must roll a d4 and subtract the number rolled
resistance to necrotic damage, and its hit point maximum can’t from the attack roll or saving throw.
be reduced. In addition, a non-hostile, living creature regains 1 hit At Higher Levels. When you cast this spell using a spell slot of 2nd
point when it starts its turn in the aura with 0 hit points. level or higher, you can target one additional creature for each slot
level above 1st.
Purifying energy radiates from you in an aura with a 30-foot radius. Duration: Concentration, 1 minute
Until the spell ends, the aura moves with you, centered on you. (an item distasteful to the target)
Each nonhostile creature in the aura (including you) can’t become You attempt to send one creature that you can see within range
diseased, has resistance to poison damage, and has advantage to another plane of existence. The target must succeed on a
on saving throws against effects that cause any of the following Charisma saving throw or be banished.
conditions: blinded, charmed, deafened, frightened, paralyzed,
If the target is native to the plane of existence you’re on, you
poisoned, and stunned.
banish the target to a harmless pocket universe. While there, the
target is incapacitated. The target remains there until the spell
Aura of Vitality 3rd-Level ends, at which point the target reappears in the space it left or in
the nearest unoccupied space if that space is occupied.
Casting Time: 1 action Range: Self (30-foot radius) If the target is native to a different plane of existence than the
Duration: Concentration, up to 1 minute one you’re on, the target is banished with a faint popping noise,
returning to its home plane.
Healing energy radiates from you in an aura with a 30-foot radius.
If the spell ends before 1 minute has passed, the target reappears
Until the spell ends, the aura moves with you, centered on you. in the space it left or in the nearest unoccupied space if that space
You can use a bonus action to cause one creature in the aura is occupied. Otherwise, the target doesn’t return.
(including you) to regain 2d6 hit points.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, you can target one additional creature for each slot
Awaken 5th-Level level above 4th.
Barkskin 2nd-Level
Casting Time: 8 hours Range: Touch
Duration: Instantaneous
(an agate worth at least 1,000 Bu, which the spell consumes) Casting Time: 1 action Range: Touch
After spending the casting time tracing magical pathways within Duration: Concentration, up to 1 hour
a precious gemstone, you touch a Huge or smaller beast or plant. You touch a willing creature. Until the spell ends, the target’s skin
The target must have either no Intelligence score or an Intelligence has a rough, bark-like appearance, and the target’s AC can’t be
of 3 or less. The target gains an Intelligence of 10. The target also less than 16, regardless of what kind of armor it is wearing.
gains the ability to speak one language you know. If the target is a
plant, it gains the ability to move its limbs, roots, vines, creepers,
and so forth, and it gains senses similar to a human’s. Your GM Beacon of Hope 3rd-Level
chooses statistics appropriate for the awakened plant, such as the
statistics for the awakened shrub or the awakened tree. Casting Time: 1 action Range: 30 feet
The awakened beast or plant is charmed by you for 30 days or Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell slot of 3rd You play a jarring note on your instrument and any creature within
level or higher, you can target one additional creature for each slot 30 feet of you must succeed a constitution saving throw equal to
level above 2nd. your spell save DC. On a failed save the target’s bowels loosen and
they poop themselves and until the start of your next turn attacks
made against them have advantage.
Blink 3rd-Level
Casting Time: 1 action Range: Self Burning Hands 1st-Level
Duration: 1 minute Casting Time: 1 action Range: Self (15-foot cone)
Roll a d20 at the end of each of your turns for the duration of the Duration: Instantaneous
spell. On a roll of 11 or higher, you vanish from your current plane
of existence and appear in Limbo (the spell fails and the casting As you hold your hands with thumbs touching and fingers spread,
is wasted if you were already on that plane). At the start of your a thin sheet of flames shoots forth from your outstretched
next turn, and when the spell ends if you are in Limbo, you return fingertips. Each creature in a 15-foot cone must make a Dexterity
to an unoccupied space of your choice that you can see within 10 saving throw. A creature takes 3d6 fire damage on a failed save, or
feet of the space you vanished from. If no unoccupied space is half as much damage on a successful one.
available within that range, you appear in the nearest unoccupied The fire ignites any flammable objects in the area that aren’t being
space (chosen at random if more than one space is equally near). worn or carried.
You can dismiss this spell as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd
While in Limbo, you can see and hear the plane you originated from, level or higher, the damage increases by 1d6 for each slot level
which is cast in shades of gray, and you can’t see anything there above 1st.
more than 60 feet away. You can only affect and be affected by
C
other creatures in Limbo. Creatures that aren’t there can’t perceive
you or interact with you, unless they have the ability to do so.
Your body becomes blurred, shifting and wavering to all who can
Duration: Concentration, up to 1 minute If you hit an undead target, it also has disadvantage on attack rolls
against you until the end of your next turn.
You attempt to suppress strong emotions in a group of people.
Each humanoid in a 20-foot-radius sphere centered on a point At Higher Levels. This spell’s damage increases by 1d8 when you
you choose within range must make a Charisma saving throw; reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
a creature can choose to fail this saving throw if it wishes. If a
creature fails its saving throw, choose one of the following two
effects. Chromatic Orb 1st-Level
You can suppress any effect causing a target to be charmed or Casting Time: 1 Action Range: 90 feet
frightened. When this spell ends, any suppressed effect resumes,
Duration: Instantaneous
provided that its duration has not expired in the meantime.
You hurl a 4-inch-diameter sphere of energy at a creature that you
Alternatively, you can make a target indifferent about creatures of
can see within range. You choose acid, cold, fire, lightning, poison,
your choice that it is hostile toward. This indifference ends if the
or thunder for the type of orb you create, and then make a ranged
target is attacked or harmed by a spell or if it witnesses any of its
spell attack against the target. If the attack hits, the creature takes
friends being harmed. When the spell ends, the creature becomes
3d8 damage of the type you chose.
hostile again, unless the GM rules otherwise.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level
Chain Lightning 6th-Level above 1st.
(a focus worth at least 100 Bu, either a jeweled horn for hearing or
a glass eye for seeing) Cloud of Daggers 2nd-Level
You create an invisible sensor within range in a location familiar
to you (a place you have visited or seen before) or in an obvious Casting Time: 1 action Range: 60 feet
location that is unfamiliar to you (such as behind a door, around Duration: Concentration, up to 1 minute
a corner, or in a grove of trees). The sensor remains in place for
You fill the air with spinning daggers in a cube 5 feet on each side,
the duration, and it can’t be attacked or otherwise interacted with.
centered on a point you choose within range. A creature takes 4d4
When you cast the spell, you choose seeing or hearing. You can slashing damage when it enters the spell’s area for the first time
use the chosen sense through the sensor as if you were in its on a turn or starts its turn there.
space. As your action, you can switch between seeing and hearing.
At Higher Levels. When you cast this spell using a spell slot of 3rd
A creature that can see the sensor (such as a creature benefiting level or higher, the damage increases by 2d4 for each slot level
from see invisibility or truesight) sees a luminous, intangible orb above 2nd.
about the size of your fist.
You contact your deity or a divine proxy and ask up to three For the duration, you understand the literal meaning of any spoken
questions that can be answered with a yes or no. You must ask language that you hear. You also understand any written language
your questions before the spell ends. You receive a correct answer that you see, but you must be touching the surface on which the
for each question. words are written. It takes about 1 minute to read one page of text.
Divine beings aren’t necessarily omniscient, so you might receive This spell doesn’t decode secret messages in a text or a glyph,
“unclear” as an answer if a question pertains to information that such as an arcane sigil, that isn’t part of a written language.
lies beyond the deity’s knowledge. In a case where a one-word
Compulsion 4th-Level
answer could be misleading or contrary to the deity’s interests, the
GM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next Casting Time: 1 action Range: 30 feet
long rest, there is a cumulative 25 percent chance for each casting
after the first that you get no answer. The GM makes this roll in Duration: Concentration, up to 1 minute
secret. Creatures of your choice that you can see within range and that can
hear you must make a Wisdom saving throw. A target automatically
succeeds on this saving throw if it can’t be charmed. On a failed
Commune with Nature (Ritual) 5th-Level save, a target is affected by this spell. Until the spell ends, you can
use a bonus action on each of your turns to designate a direction
Casting Time: 1 minute Range: Self that is horizontal to you. Each affected target must use as much of
Duration: Instantaneous its movement as possible to move in that direction on its next turn.
It can take its action before it moves. After moving in this way, it
You briefly become one with nature and gain knowledge of can make another Wisdom saving to try to end the effect.
the surrounding territory. In the outdoors, the spell gives you
knowledge of the land within 3 miles of you. In caves and other A target isn’t compelled to move into an obviously deadly hazard,
natural underground settings, the radius is limited to 300 feet. such as a fire or pit.
The spell doesn’t function where nature has been replaced by
2-6 The creature doesn’t move or take actions this turn. 7-8 The Duration: Concentration, up to 1 hour
creature uses its action to make a melee attack against a randomly You summon a celestial of challenge rating 4 or lower, which
determined creature within its reach. If there is no creature within appears in an unoccupied space that you can see within range.
its reach, the creature does nothing this turn. The celestial disappears when it drops to 0 hit points or when the
9-10 The creature can act and move normally. spell ends.
At the end of each of its turns, an affected target can make a The celestial is friendly to you and your companions for the
Wisdom saving throw. If it succeeds, this effect ends for that duration. Roll initiative for the celestial, which has its own turns.
target. It obeys any verbal commands that you issue to it (no action
required by you), as long as they don’t violate its alignment. If you
At Higher Levels. When you cast this spell using a spell slot of 5th don’t issue any commands to the celestial, it defends itself from
level or higher, the radius of the sphere increases by 5 feet for each hostile creatures but otherwise takes no actions.
slot level above 4th.
The GM has the celestial’s statistics.
At Higher Levels. When you cast this spell using a 9th-level spell
Conjure Animals 3rd-Level slot, you summon a celestial of challenge rating 5 or lower.
• One beast of challenge rating 2 or lower (burning incense for air, soft clay for earth, sulfur and phosphorus
for fire, or water and sand for water)
• Two beasts of challenge rating 1 or lower
You call forth an elemental servant. Choose an area of air, earth,
• Four beasts of challenge rating 1/2 or lower fire, or water that fills a 10-foot cube within range. An elemental
• Eight beasts of challenge rating 1/4 or lower of challenge rating 5 or lower appropriate to the area you chose
appears in an unoccupied space within 10 feet of it. For example,
Each beast disappears when it drops to 0 hit points or when the a fire elemental emerges from a bonfire, and an earth elemental
spell ends. rises up from the ground. The elemental disappears when it drops
The summoned creatures are friendly to you and your companions. to 0 hit points or when the spell ends.
Roll initiative for the summoned creatures as a group, which has The elemental is friendly to you and your companions for the
its own turns. They obey any verbal commands that you issue to duration. Roll initiative for the elemental, which has its own
them (no action required by you). If you don’t issue any commands turns. It obeys any verbal commands that you issue to it (no
to them, they defend themselves from hostile creatures, but action required by you). If you don’t issue any commands to the
otherwise take no actions. elemental, it defends itself from hostile creatures but otherwise
The GM has the creatures’ statistics. takes no actions.
At Higher Levels. When you cast this spell using certain higher- If your concentration is broken, the elemental doesn’t disappear.
level spell slots, you choose one of the summoning options above, Instead, you lose control of the elemental, it becomes hostile toward
and more creatures appear: twice as many with a 5th-level slot, you and your companions, and it might attack. An uncontrolled
three times as many with a 7th-level slot, and four times as many elemental can’t be dismissed by you, and it disappears 1 hour
with a 9th-level slot. after you summoned it.
The GM has the elemental’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, the challenge rating increases by 1 for each slot
When you cast this spell, you can designate any creatures you You can cast this spell only at night. Choose up to three corpses of
choose, and the spell ignores them. Medium or Small humanoids within range. Each corpse becomes
a ghoul under your control. (The GM has game statistics for these
At Higher Levels. When you cast this spell using a spell slot of creatures.)
3rd level or higher, the amount of ammunition that can be affected
increases by two for each slot level above 2nd. As a bonus action on each of your turns, you can mentally
command any creature you animated with this spell if the creature
is within 120 feet of you (if you control multiple creatures, you
Counterspell 3rd-Level can command any or all of them at the same time, issuing the
same command to each one). You decide what action the creature
Casting Time: 1 reaction, which you take when you see a creature will take and where it will move during its next turn, or you can
within 60 feet of you casting a spell issue a general command, such as to guard a particular chamber
or corridor. If you issue no commands, the creature only defends
Range: 60 feet Duration: Instantaneous itself against hostile creatures. Once given an order, the creature
You attempt to interrupt a creature in the process of casting continues to follow it until its task is complete.
a spell. If the creature is casting a spell of 3rd level or lower, its The creature is under your control for 24 hours, after which it stops
spell fails and has no effect. If it is casting a spell of 4th level or obeying any command you have given it. To maintain control of
higher, make an ability check using your spellcasting ability. The the creature for another 24 hours, you must cast this spell on the
DC equals 10 + the spell’s level. On a success, the creature’s spell creature before the current 24-hour period ends. This use of the
fails and has no effect. spell reasserts your control over up to three creatures you have
At Higher Levels. When you cast this spell using a spell slot of 4th animated with this spell, rather than animating new ones.
level or higher, the interrupted spell has no effect if its level is less At Higher Levels. When you cast this spell using a 7th-level spell
than or equal to the level of the spell slot you used. slot, you can animate or reassert control over four ghouls. When
you cast this spell using an 8th-level spell slot, you can animate
Create Food and Water 8th-Level or reassert control over five ghouls or two ghasts or wights. When
you cast this spell using a 9th-level spell slot, you can animate
or reassert control over six ghouls, three ghasts or wights, or two
Casting Time: 1 action Range: 30 feet
mummies.
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the
ground or in containers within range, enough to sustain up to
fifteen humanoids or five steeds for 24 hours. The food is bland
but nourishing, and spoils if uneaten after 24 hours. The water is
clean and doesn’t go bad.
D
non-hostile creature in the aura (including you) deals an extra 1d4
radiant damage when it hits with a weapon attack.
Alternatively, you can use this cantrip to roll the required Saving
Throw for your ally to escape a spell’s effect, treating it as a
Charisma saving throw, instead of using the required attribute
Data Wipe (TL 1) 1st-Level
dictated by the spell. Casting Time: 1 action Range: Touch
You can only affect up to three creatures with this spell. If you cast Duration: Instantaneous
it a fourth time, the spell ends for the first creature it was cast on if
By touching a single device that contains electronic files, such as
the creature has not yet used one of its benefits.
a computer, external hard drive, USB flash drive, or magnetic disk,
you erase all files on that device. The device is rendered empty of
Darkness 2nd-Level data.
Druidcraft Cantrip
save, the creature takes 5d6 bludgeoning damage, is knocked
prone, and is buried in the rubble, requiring a DC 20 Strength
(Athletics) check as an action to escape. The GM can adjust the
Casting Time: 1 action Range: 30 feet DC higher or lower, depending on the nature of the rubble. On a
Duration: Instantaneous successful save, the creature takes half as much damage and
doesn’t fall prone or become buried.
Whispering to the spirits of nature, you create one of the following
effects within range:
• You create a tiny, harmless sensory effect that predicts what the Eldritch Blast Cantrip
weather will be at your location for the next 24 hours. The effect
might manifest as a golden orb for clear skies, a cloud for rain, Casting Time: 1 action Range: 120 feet
falling snowflakes for snow, and so on. This effect persists for 1 Duration: Instantaneous
round.
A beam of crackling energy streaks toward a creature within range.
• You instantly make a flower blossom, a seed pod open, or a leaf Make a ranged spell attack against the target. On a hit, the target
bud bloom. takes 1d10 force damage.
• You create an instantaneous, harmless sensory effect, such as At Higher Levels. Two beams at 5th level, three beams at 11th
falling leaves, a puff of wind, the sound of a small animal, or the level, and four beams at 17th level. You can direct the beams at
faint odor of skunk. The effect must fit in a 5-foot cube. the same target or at different ones. Make a separate attack roll
• You instantly light or snuff out a candle, a torch, or a small for each beam.
campfire.
Duration: Concentration, 1 minute When the spell ends, the conjured plants wilt away.
Duration: Instantaneous Thin and wispy flames wreathe your body for the duration, shedding
bright light in a 10-foot radius and dim light for an additional 10
You sense the presence of any trap within range that is within line feet. You can end the spell early by using an action to dismiss it.
Flame Strike 5th-Level If the creature is physically broken while petrified, it suffers from
similar deformities if it reverts to its original state.
Casting Time: 1 action Range: 60 feet If you maintain your concentration on this spell for the entire
possible duration, the creature is turned to stone until the effect
Duration: Instantaneous
is removed.
A vertical column of divine fire roars down from the heavens in a
location you specify. Each creature in a 10-foot-radius, 40-foot-
high cylinder centered on a point within range must make a Floating Disk (Ritual) 1st-Level
Dexterity saving throw. A creature takes 4d6 fire damage and 4d6
radiant damage on a failed save, or half as much damage on a Casting Time: 1 action Range: 30 feet
successful one.
Duration: 1 hour
At Higher Levels. When you cast this spell using a spell slot of
(a drop of mercury)
6th level or higher, the fire damage or the radiant damage (your
choice) increases by 1d6 for each slot level above 5th. This spell creates a circular, horizontal plane of force, 3 feet in
diameter and 1 inch thick, that floats 3 feet above the ground in an
unoccupied space of your choice that you can see within range.
The disk remains for the duration, and can hold up to 500 pounds.
If more weight is placed on it, the spell ends, and everything on the
disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you
You touch a willing creature. For the duration, the target’s You transform a willing creature you touch, along with everything
movement is unaffected by difficult terrain, and spells and other it’s wearing and carrying, into a misty cloud for the duration. The
magical effects can neither reduce the target’s speed nor cause spell ends if the creature drops to 0 hit points. An incorporeal
the target to be paralyzed or restrained. creature isn’t affected.
The target can also spend 5 feet of movement to automatically While in this form, the target’s only method of movement is a
escape from nonmagical restraints, such as manacles or a flying speed of 10 feet. The target can enter and occupy the space
creature that has it grappled. Finally, being underwater imposes of another creature. The target has resistance to nonmagical
no penalties on the target’s movement or attacks. damage, and it has advantage on Strength, Dexterity, and
Constitution saving throws. The target can pass through small
holes, narrow openings, and even mere cracks, though it treats
Freezing Sphere 6th-Level liquids as though they were solid surfaces. The target can’t fall
and remains hovering in the air even when stunned or otherwise
Casting Time: 1 action Range: 300 feet incapacitated.
Duration: Instantaneous While in the form of a misty cloud, the target can’t talk or
manipulate objects, and any objects it was carrying or holding
A frigid globe of cold energy streaks from your fingertips to a point
can’t be dropped, used, or otherwise interacted with. The target
of your choice within range, where it explodes in a 60-foot-radius
can’t attack or cast spells.
sphere. Each creature within the area must make a Constitution
saving throw. On a failed save, a creature takes 10d6 cold damage.
On a successful save, it takes half as much damage.
Gate 10th-Level
If the globe strikes a body of water or a liquid that is principally
water (not including water-based creatures), it freezes the liquid Casting Time: 1 action Range: 60 feet
to a depth of 6 inches over an area 30 feet square. This ice lasts for Duration: Concentration, 1 minute
1 minute. Creatures that were swimming on the surface of frozen
water are trapped in the ice. A trapped creature can use an action (a diamond worth at least 5,000 Bu)
to make a Strength check against your spell save DC to break free. You conjure a portal linking an unoccupied space you can see
You can refrain from firing the globe after completing the spell, if within range to a precise location on a different plane of existence.
you wish. A small globe about the size of a sling stone, cool to the The portal is a circular opening, which you can make 5 to 20 feet
touch, appears in your hand. At any time, you or a creature you in diameter. You can orient the portal in any direction you choose.
give the globe to can throw the globe (to a range of 40 feet) or hurl The portal lasts for the duration.
it with a sling (to the sling’s normal range). It shatters on impact, The portal has a front and a back on each plane where it appears.
with the same effect as the normal casting of the spell. You can Travel through the portal is possible only by moving through its
also set the globe down without shattering it. After 1 minute, if the front. Anything that does so is instantly transported to the other
globe hasn’t already shattered, it explodes. plane, appearing in the unoccupied space nearest to the portal.
At Higher Levels: When you cast this spell using a spell slot of 7th Deities and other planar rulers can prevent portals created by
level or higher, the damage increases by 1d6 for each slot level this spell from opening in their presence or anywhere within their
above 6th. domains.
When you cast this spell, you can speak the name of a specific
Friends Cantrip creature (a pseudonym, title, or nickname doesn’t work). If that
creature is on a plane other than the one you are on, the portal
Casting Time: 1 action Range: self opens in the named creature’s immediate vicinity and draws the
creature through it to the nearest unoccupied space on your side
Duration: Concentration, up to 1 minute of the portal. You gain no special power over the creature, and it
For the duration, you have advantage on all Charisma checks is free to act as the GM deems appropriate. It might leave, attack
directed at one creature of your choice that isn’t hostile toward you, or help you.
you. When the spell ends, the creature realizes that you used magic
Geas 5th-Level
to influence its mood and becomes hostile toward you. A creature
prone to violence might attack you. Another creature might seek
retribution in other ways (at the GM’s discretion), depending on
the nature of your interaction with it. Casting Time: 1 minute Range: 60 feet
Duration: 30 days
You place a magical command on a creature that you can see
within range, forcing it to carry out some service or refrain from
Casting Time: 1 action Range: Touch An immobile, faintly shimmering barrier springs into existence in a
10-foot radius around you and remains for the duration.
Duration: 10 days
Any spell of 5th level or lower cast from outside the barrier can’t
You touch a corpse or other remains. For the duration, the target is affect creatures or objects within it, even if the spell is cast using
protected from decay and can’t become undead. a higher level spell slot. Such a spell can target creatures and
The spell also effectively extends the time limit on raising the objects within the barrier, but the spell has no effect on them.
target from the dead, since days spent under the influence of this Similarly, the area within the barrier is excluded from the areas
spell don’t count against the time limit of spells such as raise affected by such spells.
dead. At Higher Levels. When you cast this spell using a spell slot of 7th
level or higher, the barrier blocks spells of one level higher for each
Goodberry 1st-Level center. Before you cast the spell, choose who may pass through it.
Those who are chosen may walk through unimpeded. Anyone else
must make a Constitution Saving Throw (DC 25) after entering the
Casting Time: 1 action Range: Touch
Line. If they succeed, they move forward 5 feet and must roll again
Duration: Instantaneous for the next five feet. If they fail, they are consumed with fear and
Up to ten berries appear in your hand and are infused with magic are forced to retreat from the Line until they are out of movement.
for the duration. A creature can use its action to eat one berry. At Higher Levels. If you cast this spell using a spell slot of 7th level
Eating a berry restores 1 hit point, and the berry provides enough or higher, the overall radius increases by 10 feet for each slot level
nourishment to sustain a creature for one day. above 7th.
The berries lose their potency if they have not been consumed
within 24 hours of the casting of this spell.
Greater Restoration 5th-Level
Grasping Vine 4th-Level Casting Time: 1 action Range: Touch
Duration: Instantaneous
Casting Time: 1 bonus action Range: 30 feet
You imbue a creature you touch with positive energy to undo a
Duration: Concentration, up to 1 minute debilitating effect. You can reduce the target’s exhaustion level by
You conjure a vine that sprouts from the ground in an unoccupied one, or end one of the following effects on the target:
space of your choice that you can see within range. When you cast • One effect that charmed or petrified the target
this spell, you can direct the vine to lash out at a creature within
• One curse, including the target’s attunement to a cursed magic
30 feet of it that you can see. That creature must succeed on a
item
Dexterity saving throw or be pulled 20 feet directly toward the vine.
• Any reduction to one of the target’s ability scores
Until the spell ends, you can direct the vine to lash out at the same
creature or another one as a bonus action on each of your turns. • One effect reducing the target’s hit point maximum
Casting Time: 1 action Range: 30 feet The whole warded area radiates magic. A dispel magic cast on a
specific effect, if successful, removes only that effect.
Duration: 8 hours
You can create a permanently guarded and warded structure by
A Large spectral guardian appears and hovers for the duration in casting this spell there every day for one year.
an unoccupied space of your choice that you can see within range.
The guardian occupies that space and is indistinct except for a
gleaming sword and shield emblazoned with the symbol of your Guidance Cantrip
deity.
Any creature hostile to you that moves to a space within 10 feet Casting Time: 1 action Range: Touch
of the guardian for the first time on a turn must succeed on a Duration: Concentration, up to 1 minute
Dexterity saving throw. The creature takes 20 radiant damage on
You touch one willing creature. Once before the spell ends, the
a failed save, or half as much damage on a successful one. The
target can roll a d4 and add the number rolled to one ability check
guardian vanishes when it has dealt a total of 60 damage.
of its choice. It can roll the die before or after making the ability
check. The spell then ends.
Guards and Wards 6th-Level
Casting Time: 10 minutes Range: Touch Guiding Bolt 1st-Level
Duration: 24 hours Casting Time: 1 action Range: 120 feet
(burning incense, a small measure of brimstone and oil, a knotted Duration: 1 round
string and a small silver rod worth at least 10 Bu)
A flash of light streaks toward a creature of your choice within
You create a ward that protects up to 2,500 square feet of floor range. Make a ranged spell attack against the target. On a hit, the
space (an area 50 feet square, or one hundred 5-foot squares or target takes 4d6 radiant damage, and the next attack roll made
twenty-five 10-foot squares). The warded area can be up to 20 against this target before the end of your next turn has advantage,
feet tall, and shaped as you desire. You can ward several stories of thanks to the mystical dim light glittering on the target until then.
a stronghold by dividing the area among them, as long as you can
At Higher Levels. When you cast this spell using a spell slot of 2nd
walk into each contiguous area while you are casting the spell.
level or higher, the damage increases by 1d6 for each slot level
When you cast this spell, you can specify individuals that are above 1st.
unaffected by any or all of the effects that you choose. You can
also specify a password that, when spoken aloud, makes the
speaker immune to these effects. Gust of Wind 2nd-Level
Guards and wards creates the following effects within the warded
Casting Time: 1 action Range: Self (60-foot line)
area.
Duration: Concentration, 1 minute
CORRIDORS. Fog fills all the warded corridors, making them heavily
obscured. In addition, at each intersection or branching passage A line of strong wind 60 feet long and 10 feet wide blasts from you
offering a choice of direction, there is a 50 percent chance that in a direction you choose for the spell’s duration. Each creature
a creature other than you will believe it is going in the opposite that starts its turn in the line must succeed on a Strength saving
direction from the one it chooses. throw or be pushed 15 feet away from you in a direction following
the line.
DOORS. All doors in the warded area are magically locked, as if
sealed by an arcane lock spell. In addition, you can cover up to ten Any creature in the line must spend 2 feet of movement for every 1
doors with an illusion (equivalent to the illusory object function of foot it moves when moving closer to you.
the minor illusion spell) to make them appear as plain sections of The gust disperses gas or vapor, and it extinguishes candles,
wall. torches, and similar unprotected flames in the area. It causes
STAIRS. Webs fill all stairs in the warded area from top to bottom, protected flames, such as those of lanterns, to dance wildly and
as the web spell. These strands regrow in 10 minutes if they are has a 50 percent chance to extinguish them.
burned or torn away while guards and wards lasts. As a bonus action on each of your turns before the spell ends, you
OTHER SPELL EFFECT. You can place your choice of one of the can change the direction in which the line blasts from you.
following magical effects within the warded area of the stronghold.
• Place dancing lights in four corridors. You can designate a
simple program that the lights repeat as long as guards and H
wards lasts.
• Place magic mouth in two locations.
Hallow 5th-Level
• Place stinking cloud in two locations. The vapors appear in the
places you designate; they return within 10 minutes if dispersed Casting Time: 24 hours Range: Touch
by wind while guards and wards lasts. Duration: Until dispelled
• Place a constant gust of wind in one corridor or room. (herbs, oils, and incense worth at least 1,000 Bu, which the spell
• Place a suggestion in one location. You select an area of up to consumes)
Duration: 24 hours
You make natural terrain in a 150-foot cube in range look, sound, Heal 6th-Level
and smell like some other sort of natural terrain. Thus, open fields
or a road can be made to resemble a swamp, hill, crevasse, or Casting Time: 1 action Range: 60 feet
some other difficult or impassable terrain. A pond can be made Duration: Instantaneous
to seem like a grassy meadow, a precipice like a gentle slope, or
Choose a creature that you can see within range. A surge of
a rock-strewn gully like a wide and smooth road. Manufactured
positive energy washes through the creature, causing it to regain
structures, equipment, and creatures within the area aren’t
80 hit points. This spell also ends blindness, deafness, and any
changed in appearance.
diseases affecting the target. If the target is undead, you deal that
The tactile characteristics of the terrain are unchanged, so amount of positive damage to it, and it gets a basic Constitution
creatures entering the area are likely to see through the illusion. save. This spell has no effect on constructs.
If the difference isn’t obvious by touch, a creature carefully
Heroism 1st-Level
A creature of your choice that you can see within range regains
hit points equal to 1d8 + your spellcasting ability modifier. If the
target is undead, you deal that amount of positive damage to it,
Casting Time: 1 action Range: Touch
and it gets a basic Constitution save. This spell has no effect on
constructs. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell slot of 2nd A willing creature you touch is imbued with bravery. Until the
level or higher, the healing increases by 1d10 for each slot level spell ends, the creature is immune to being frightened and gains
above 1st. temporary hit points equal to your spellcasting ability modifier at
the start of each of its turns. When the spell ends, the target loses
any remaining temporary hit points from this spell.
Heat Metal 2nd-Level At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
Casting Time: 1 action Range: 60 feet
level above 1st.
Duration: Concentration, up to 1 minute
Hex 1st-Level
Choose a manufactured metal object, such as a metal weapon or
a suit of heavy or medium metal armor, that you can see within
range. You cause the object to glow red-hot. Any creature in
Casting Time: 1 bonus action Range: 90 feet
physical contact with the object takes 2d8 fire damage when you
cast the spell. Until the spell ends, you can use a bonus action on Duration: Concentration, up to 1 hour
each of your subsequent turns to cause this damage again. You place a curse on a creature that you can see within range.
If a creature is holding or wearing the object and takes the damage Until the spell ends, you deal an extra 1d6 necrotic damage to the
from it, the creature must succeed on a Constitution saving throw target whenever you hit it with an attack. Also, choose one ability
or drop the object if it can. If it doesn’t drop the object, it has when you cast the spell. The target has disadvantage on ability
disadvantage on attack rolls and ability checks until the start of checks made with the chosen ability.
your next turn. If the target drops to 0 hit points before this spell ends, you can
At Higher Levels. When you cast this spell using a spell slot of 3rd use a bonus action on a subsequent turn of yours to curse a new
level or higher, the damage increases by 1d8 for each slot level creature.
above 2nd. A Remove Curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
Hellish Rebuke 1st-Level or 4th level, you can maintain your concentration on the spell for
up to 8 hours. When you use a spell slot of 5th level or higher, you
Casting Time: 1 reaction, which you take in response to being can maintain your concentration on the spell for up to 24 hours.
damaged by a creature within 60 feet of you that you can see
Range: 60 feet Duration: Instantaneous
Hold Monster 5th-Level
You point your finger, and the creature that damaged you is
momentarily surrounded by hellish flames. The creature must Casting Time: 1 action Range: 90 feet
make a Dexterity saving throw. It takes 2d10 fire damage on a Duration: Concentration, up to 1 minute
failed save, or half as much damage on a successful one.
Choose a creature that you can see within range. The target
At Higher Levels. When you cast this spell using a spell slot of 2nd must succeed on a Wisdom saving throw or be paralyzed for the
level or higher, the damage increases by 1dlOfor each slot level duration. This spell has no effect on undead. At the end of each of
above 1st. its turns, the target can make another Wisdom saving throw. On a
success, the spell ends on the target.
Heroes’ Feast 6th-Level At Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, you can target one additional creature for each slot
Casting Time: 10 minutes Range: 30 feet level above 5th. The creatures must be within 30 feet of each other
when you target them.
Duration: Instantaneous
(a gem-encrusted bowl worth at least 1,000 Bu, which the spell
consumes)
You bring forth a great feast, including magnificent food and drink.
The feast takes 1 hour to consume and disappears at the end of
Insect Plague 5th-Level When a creature makes an attack roll against you, you can use a
reaction to place a curse on them. This curse wracks their minds
Casting Time: 1 action Range: 300 feet whenever they attempt to attack you. When this spell is cast, and
every round afterward, every time the cursed creature targets you
Duration: Concentration, 10 minutes with an attack roll, it takes 1d4 psychic damage. As a bonus action
Swarming, biting locusts fill a 20-foot-radius sphere centered during your turn or if the cursed creature is killed, you can move
on a point you choose within range. The sphere spreads around this curse to a new target.
corners. The sphere remains for the duration, and its area is lightly
Jump 1st-Level
obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must make a
Constitution saving throw. A creature takes 4d10 piercing damage Casting Time: 1 action Range: Touch
on a failed save, or half as much damage on a successful one.
A creature must also make this saving throw when it enters the Duration: 1 minute
spell’s area for the first time on a turn or ends its turn there. You touch a creature. The creature’s jump distance is tripled until
At Higher Levels. When you cast this spell using a spell slot of 6th the spell ends.
level or higher, the damage increases by 1d10 for each slot level
above 5th.
K
Instant Summons (Ritual) 6th-Level
Casting Time: 1 minute Range: Touch
Knock 2nd-Level
Duration: Until dispelled Casting Time: 1 action Range: 60 feet
You touch an object weighing 10 pounds or less whose longest Duration: Instantaneous
dimension is 6 feet or less. The spell leaves an invisible mark on Choose an object that you can see within range. The object can
its surface and invisibly inscribes the name of the item on the be a door, a box, a chest, a set of manacles, a padlock, or another
Mass Heal 9th-Level You banish a creature that you can see within range into a
labyrinthine pocket universe. The target remains there for the
Casting Time: 1 action Range: 60 feet duration or until it escapes the maze.
Duration: Instantaneous The target can use its action to attempt to escape. When it does
so, it makes a DC 20 Intelligence check. If it succeeds, it escapes,
A flood of healing energy flows from you into injured creatures and the spell ends. When the spell ends, the target reappears in the
around you. You restore up to 700 hit points, divided as you space it left or, if that space is occupied, in the nearest unoccupied
choose among any number of creatures that you can see within space.
range. Creatures healed by this spell are also cured of all diseases
and any effect making them blinded or deafened. This spell has no
effect on undead or constructs.
Meld into Stone (Ritual) 3rd-Level
Mass Healing Word 3rd-Level
Casting Time: 1 action Range: Touch
Duration: 8 hours
Casting Time: 1 bonus action Range: 60 feet You step into a stone object or surface large enough to fully contain
Duration: Instantaneous your body, melding yourself and all the equipment you carry with
the stone for the duration. Using your movement, you step into the
As you call out words of restoration, up to six creatures of your stone at a point you can touch. Nothing of your presence remains
choice that you can see within range regain hit points equal to visible or otherwise detectable by nonmagical senses.
1d4 + your spellcasting ability modifier. This spell has no effect on
undead or constructs. While merged with the stone, you can’t see what occurs outside
it, and any Wisdom (Perception) checks you make to hear sounds
Mending Cantrip
action or cast this spell again.
If you create a sound, its volume can range from a whisper to a
Casting Time: 1 minute Range: Touch scream. It can be your voice, someone else’s voice, a lion’s roar,
a beating of drums, or any other sound you choose. The sound
Duration: Instantaneous
continues unabated throughout the duration, or you can make
This spell repairs a single break or tear in an object you touch, discrete sounds at different times before the spell ends.
such as a broken chain link, two halves of a broken key, a torn
If you create an image of an object—such as a chair, muddy
cloak, or a leaking wineskin. As long as the break or tear is no
footprints, or a small chest—it must be no larger than a 5-foot
larger than 1 foot in any dimension, you mend it, leaving no trace
cube. The image can’t create sound, light, smell, or any other
of the former damage.
sensory effect. Physical interaction with the image reveals it to be
This spell can physically repair a magic item or construct, but the an illusion, because things can pass through it.
spell can’t restore magic to such an object.
If a creature uses its action to examine the sound or image, the
creature can determine that it is an illusion with a successful
Message Cantrip Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the illusion becomes
faint to the creature.
Casting Time: 1 action Range: 120 feet
Duration: 1 round
You point your finger toward a creature within range and whisper a Mirage Arcane 7th-Level
message. The target (and only the target) hears the message and
can reply in a whisper that only you can hear. Casting Time: 10 minutes Range: Sight
You can cast this spell through solid objects if you are familiar with Duration: 10 days
the target and know it is beyond the barrier. Magical silence. 1 foot You make terrain in an area up to 1 mile square look, sound, smell,
of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of and even feel like some other sort of terrain. The terrain’s general
wood blocks the spell. The spell doesn’t have to follow a straight shape remains the same, however. Open fields or a road could be
line and can travel freely around corners or through openings. made to resemble a swamp, hill, crevasse, or some other difficult
or impassable terrain. A pond can be made to seem like a grassy
meadow, a precipice like a gentle slope, or a rock-strewn gully like
Meteor Swarm 9th-Level a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them
Casting Time: 1 action Range: 1 mile
where none are present. The spell doesn’t disguise, conceal, or
Duration: Instantaneous add creatures.
Blazing orbs of fire plummet to the ground at four different points The illusion includes audible, visual, tactile, and olfactory elements,
you can see within range. Each creature in a 40-foot-radius sphere so it can turn clear ground into difficult terrain (or vice versa) or
centered on each point you choose must make a Dexterity saving otherwise impede movement through the area. Any piece of the
throw. The sphere spreads around corners. A creature takes 20d6 illusory terrain (such as a rock or stick) that is removed from the
fire damage and 20d6 bludgeoning damage on a failed save, spell’s area disappears immediately.
or half as much damage on a successful one. A creature in the
Creatures with truesight can see through the illusion to the terrain’s
area of more than one fiery burst is affected only once. The spell
true form; however, all other elements of the illusion remain, so
damages objects in the area and ignites flammable objects that
while the creature is aware of the illusion’s presence, the creature
aren’t being worn or carried.
can still physically interact with the illusion.
N Passwall 5th-Level
Casting Time: 1 action Range: 30 feet
Power Word Stun 8th-Level 1. Red. The target takes 10d6 fire damage on a failed save, or half
as much damage on a successful one.
Casting Time: 1 action Range: 60 feet 2. Orange. The target takes 10d6 acid damage on a failed save, or
half as much damage on a successful one.
Duration: Instantaneous
3. Yellow. The target takes 10d6 lightning damage on a failed save,
(must be spoken)
or half as much damage on a successful one.
You speak a word of power that can overwhelm the mind of one
4. Green. The target takes 10d6 poison damage on a failed save, or
creature you can see within range, leaving it dumbfounded. If the
half as much damage on a successful one.
target has 150 hit points or fewer, it is stunned. Otherwise, the
spell has no effect. 5. Blue. The target takes 10d6 cold damage on a failed save, or
half as much damage on a successful one.
The stunned target must make a Constitution saving throw at the
end of each of its turns. On a successful save, this stunning effect 6. Indigo. On a failed save, the target is restrained. It must then
ends. make a Constitution saving throw at the end of each of its turns. If
Duration: Instantaneous -You think of a word or phrase, such as “Believe me!” or “I hate
you!”. This sound then plays in your voice, repeatedly playing in
This spell repairs an electronic or mechanical device that has the creature’s ears. If the creature fails the saving throw, it believes
taken minor damage. the words it hears and is convinced they are true. If the creature
This spell can affect any household or handheld device, scratch- succeeds, the creature does not believe the words it hears, causing
built robot, or general-purpose vehicle. Larger or more intricate the spell to end and the creature to gain resistance to the spell for
devices cannot be repaired with this spell. 1d4 hours.
You touch a dead creature that has been dead for no more than a At the end of the duration, affected objects and creatures fall back
century, that didn’t die of old age, and that isn’t undead. If its soul down.
is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases Revivify Cantrip
afflicting the creature when it died. It doesn’t, however, remove
magical diseases, curses, and the like; if such effects aren’t Casting Time: 1 action Range: Touch
removed prior to casting the spell, they afflict the target on its
Duration: Concentration, up to 1 minute
return to life.
You touch a creature that has died within the last minute. That
This spell closes all mortal wounds and restores any missing body
creature returns to life with 1 hit point. This spell can’t return to life
Rotting Strike 3rd-Level (a focus worth at least 1,000 Bu, such as a crystal ball, a silver
mirror, or a font filled with holy water)
Casting Time: 1 Bonus Action Range: Self You can see and hear a particular creature you choose that is
Duration: Concentration, up to 1 minute on the same plane of existence as you. The target must make a
Wisdom saving throw, which is modified by how well you know
The next time you hit with a weapon attack roll, the attack tears
the target and the sort of physical connection you have to it. If a
away the target’s strength. The attack deals an extra 3d6 necrotic
target knows you’re casting this spell, it can fail the saving throw
damage and the target must make a Constitution saving throw. On
voluntarily if it wants to be observed.
a failed save, they have disadvantage on Strength ability checks
and saving throws for the spell’s duration. On a successful save, the target isn’t affected, and you can’t use
this spell against it again for 24 hours.
At Higher Levels. For every level this spell is cast above 3rd level,
increase the damage dealt 1d8. On a failed save, the spell creates an invisible sensor within 10 feet
of the target. You can see and hear through the sensor as if you
were there. The sensor moves with the target, remaining within 10
S feet of it for the duration. A creature that can see invisible objects
sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have
Sacred Flame Cantrip seen before as the target of this spell. When you do, the sensor
appears at that location and doesn’t move.
Casting Time: 1 action Range: 60 feet
Duration: Instantaneous
Secret Chest 4th-Level
Flame-like radiance descends on a creature that you can see
within range. The target must succeed on a Dexterity saving throw Casting Time: 1 action Range: Touch
or take 1d8 radiant damage. The target gains no benefit from Duration: Instantaneous
cover for this saving throw.
(an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare
At Higher Levels: The spell’s damage increases by 1d8 when you materials worth at least 5,000 Bu, and a Tiny replica made from the
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). same materials worth at least 50 Bu)
You hide a chest, and all its contents, in Limbo. You must touch
Sanctuary 1st-Level the chest and the miniature replica that serves as a material
component for the spell. The chest can contain up to 12 cubic feet
Casting Time: 1 bonus action Range: 30 feet of nonliving material (3 feet by 2 feet by 2 feet).
Duration: 1 minute While the chest remains in Limbo, you can use an action and touch
the replica to recall the chest. It appears in an unoccupied space
You ward a creature within range against attack. Until the spell
on the ground within 5 feet of you. You can send the chest back
ends, any creature who targets the warded creature with an attack
to Limbo by using an action and touching both the chest and the
or a harmful spell must first make a Wisdom saving throw. On a
replica.
failed save, the creature must choose a new target or lose the
attack or spell. This spell doesn’t protect the warded creature from After 60 days, there is a cumulative 5 percent chance per day that
At Higher Levels. When you cast this spell using a spell slot of 2nd You touch a living creature that has 0 hit points. The creature
level or higher, roll an additional 2d8 for each slot level above 1st. becomes stable. This spell has no effect on undead or constructs.
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall You gain the ability to comprehend and verbally communicate with
cylinder with a 40-foot radius centered on a point you choose beasts for the duration. The knowledge and awareness of many
within range. The area is heavily obscured, and exposed flames in beasts is limited by their intelligence, but at minimum, beasts
the area are doused. can give you information about nearby locations and monsters,
including whatever they can perceive or have perceived within the
The ground in the area is covered with slick ice, making it difficult past day. You might be able to persuade a beast to perform a small
terrain. When a creature enters the spell’s area for the first time favor for you, at the GM’s discretion.
on a turn or starts its turn there, it must make a Dexterity saving
throw. On a failed save, it falls prone.
If a creature is concentrating in the spell’s area, the creature must
make a successful Constitution saving throw against your spell
save DC or lose concentration.
This spell can cause the plants created by the entangle spell to At Higher Levels. When you cast this spell at a level higher than
release a restrained creature. 2nd, increase the damage the weapon deals by 1d8 or 1d6 for
every level above 2nd.
Stone Shape 4th-Level You suggest a course of activity (limited to a sentence or two)
and magically influence a creature you can see within range that
can hear and understand you. Creatures that can’t be charmed are
Casting Time: 1 action Range: Touch
immune to this effect. The suggestion must be worded in such a
Duration: Instantaneous manner as to make the course of action sound reasonable. Asking
You touch a stone object of Medium size or smaller or a section the creature to stab itself, throw itself onto a spear, immolate itself,
of stone no more than 5 feet in any dimension and form it into any or do some other obviously harmful act ends the spell.
shape that suits your purpose. So, for example, you could shape a The target must make a Wisdom saving throw. On a failed save,
large rock into a weapon, idol, or coffer, or make a small passage it pursues the course of action you described to the best of its
through a wall, as long as the wall is less than 5 feet thick. You ability. The suggested course of action can continue for the entire
could also shape a stone door or its frame to seal the door shut. duration. If the suggested activity can be completed in a shorter
The object you create can have up to two hinges and a latch, but time, the spell ends when the subject finishes what it was asked
finer mechanical detail isn’t possible. to do.
You can also specify conditions that will trigger a special activity
Stoneskin 4th-Level during the duration. For example, you might suggest that a knight
give her warhorse to the first beggar she meets. If the condition
Casting Time: 1 action Range: Touch isn’t met before the spell expires, the activity isn’t performed.
Duration: Concentration, up to 1 hour If you or any of your companions damage the target, the spell
ends.
(diamond dust worth 100 Bu, which the spell consumes)
Telekinesis 5th-Level
words, images, sounds, and other sensory messages with one
another through the link, and the target recognizes you as the
creature it is communicating with. The spell enables a creature
Casting Time: 1 action Range: 60 feet with an Intelligence score of at least 1 to understand the meaning
Duration: Concentration, 10 minutes of your words and take in the scope of any sensory messages you
send to it.
You gain the ability to move or manipulate creatures or objects by
thought. When you cast the spell, and as your action each round
for the duration, you can exert your will on one creature or object
that you can see within range, causing the appropriate effect
Teleport 7th-Level
below. You can affect the same target round after round, or choose Casting Time: 1 action Range: 10 feet
a new one at any time. If you switch targets, the prior target is no
longer affected by the spell. Duration: Instantaneous
CREATURE. You can try to move a Huge or smaller creature. Make This spell instantly transports you and up to eight willing creatures
an ability check with your spellcasting ability contested by the of your choice that you can see within range, or a single object that
creature’s Strength check. If you win the contest, you move the you can see within range, to a destination you select. If you target
creature up to 30 feet in any direction, including upward but not an object, it must be able to fit entirely inside a 10-foot cube, and
beyond the range of this spell. Until the end of your next turn, the it can’t be held or carried by an unwilling creature.
creature is restrained in your telekinetic grip. A creature lifted The destination you choose must be known to you, and it must be
upward is suspended in mid-air. on the same plane of existence as you. Your familiarity with the
On subsequent rounds, you can use your action to attempt to destination determines whether you arrive there successfully. The
maintain your telekinetic grip on the creature by repeating the GM rolls d100 and consults the table.
contest. FAMILIARITY. “Permanent circle” means a permanent teleportation
OBJECT. You can try to move an object that weighs up to 1,000 circle whose sigil sequence you know. “Associated object” means
pounds. If the object isn’t being worn or carried, you automatically that you possess an object taken from the desired destination
move it up to 30 feet in any direction, but not beyond the range of within the last six months, such as a book from a Mage’s library,
this spell. bed linen from a royal suite, or a chunk of marble from a lich’s
secret tomb.
If the object is worn or carried by a creature, you must make
an ability check with your spellcasting ability contested by that “Very familiar” is a place you have been very often, a place you
creature’s Strength check. If you succeed, you pull the object away have carefully studied, or a place you can see when you cast the
from that creature and can move it up to 30 feet in any direction spell. “Seen casually” is someplace you have seen more than
but not beyond the range of this spell. You can exert fine control on once but with which you aren’t very familiar. “Viewed once” is a
objects with your telekinetic grip, such as manipulating a simple place you have seen once, possibly using magic. “Description” is a
tool, opening a door or a container, stowing or retrieving an item place whose location and appearance you know through someone
from an open container, or pouring the contents from a vial. else’s description, perhaps from a map. “False destination” is a
place that doesn’t exist.
Teleportation Circle 5th-Level You create a long, vine-Iike whip covered in thorns that lashes
out at your command toward a creature in range. Make a melee
Casting Time: 1 minute Range: 10 feet spell attack against the target. If the attack hits, the creature takes
1d6 piercing damage, and if the creature is Large or smaller, you
Duration: 1 round pull the creature up to 10 feet closer to you. This spell’s damage
(rare chalks and inks infused with precious gems with 50 Bu, increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
which the spell consumes) and 17th level (4d6).
As you cast the spell, you draw a 10-foot-diameter circle on the
ground inscribed with sigils that link your location to a permanent
teleportation circle of your choice whose sigil sequence you know
Thunderwave 1st-Level
and that is on the same plane of existence as you. A shimmering Casting Time: 1 action Range: Self (15-foot cube)
portal opens within the circle you drew and remains open until the
end of your next turn. Any creature that enters the portal instantly Duration: Instantaneous
appears within 5 feet of the destination circle or in the nearest A wave of thunderous force sweeps out from you. Each creature
unoccupied space if that space is occupied. in a 15-foot cube originating from you must make a Constitution
Many major temples, guilds, and other important places have saving throw. On a failed save, a creature takes 2d8 thunder
permanent teleportation circles inscribed somewhere within their damage and is pushed 10 feet away from you. On a successful
confines. Each such circle includes a unique sigil sequence—a save, the creature takes half as much damage and isn’t pushed.
string of magical runes arranged in a particular pattern. When you In addition, unsecured objects that are completely within the area
first gain the ability to cast this spell, you learn the sigil sequences of effect are automatically pushed 10 feet away from you by the
for two destinations on the Material Plane, determined by the GM. spell’s effect, and the spell emits a thunderous boom audible out
You can learn additional sigil sequences during your adventures. to 300 feet.
You can commit a new sigil sequence to memory after studying it
for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level
You can create a permanent teleportation circle by casting this above 1st.
spell in the same location every day for one year. You need not use
the circle to teleport when you cast the spell in this way.
Time Stop 9th-Level
Thaumaturgy Cantrip Casting Time: 1 action Range: Self
Duration: Up to 1 minute You briefly stop the flow of time for everyone but yourself. No time
passes for other creatures, while you take 1d4 + 1 turns in a row,
You manifest a minor wonder, a sign of supernatural power, within during which you can use actions and move as normal.
range. You create one of the following magical effects within
range: This spell ends if one of the actions you use during this period, or
any effects that you create during this period, affects a creature
• Your voice booms up to three times as loud as normal for 1 other than you or an object being worn or carried by someone
minute. other than you. In addition, the spell ends if you move to a place
• You cause flames to flicker, brighten, dim, or change color for 1 more than 1,000 feet from the location where you cast it.
minute.
• You cause harmless tremors in the ground for 1 minute. Tongues 3rd-Level
• You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the cry Casting Time: 1 action Range: Touch
of a raven, or ominous whispers. Duration: 1 hour
• You instantaneously cause an unlocked door or window to fly This spell grants the creature you touch the ability to understand
open or slam shut. any spoken language it hears. Moreover, when the target speaks,
• You alter the appearance of your eyes for 1 minute. any creature that knows at least one language and can hear the
target understands what it says.
If you cast this spell multiple times, you can have up to three of
its 1-minute effects active at a time, and you can dismiss such an
effect as an action. Transport via Plants 6th-Level
Casting Time: 1 action Range: 10 feet
Duration: 1 round
This spell creates a magical link between a Large or larger
Unseen Servant (Ritual) 1st-Level by half. Creatures within the vortex cannot take the Dash action.
Any creature attempting to leave the vortex’s area must succeed
a Strength saving throw. If they fail, they are unable to use their
Casting Time: 1 action Range: 60 feet
movement to leave the vortex’s area for the rest of their turn.
Duration: 1 hour
Any creature that starts its turn within 5 feet of the vortex must
This spell creates an invisible, mindless, shapeless force that succeed a Strength saving throw or be pulled into an unoccupied
performs simple tasks at your command until the spell ends. The space within its boundaries. If there is no unoccupied space in the
servant springs into existence in an unoccupied space on the vortex, the creature is not pulled in.
ground within range. It has AC 10, 1 hit point, and a Strength of 2,
The vortex stays active for three rounds. At the start of the fourth
and it can’t attack. If it drops to 0 hit points, the spell ends.
round, the vortex implodes, releasing a massive amount of arcane
Once on each of your turns as a bonus action, you can mentally energy. Anyone within the vortex’s area when this happens must
command the servant to move up to 15 feet and interact with make a Dexterity saving throw or take 4d10 force damage and be
an object. The servant can perform simple tasks that a human knocked prone. If they succeed, they take half damage and are not
servant could do, such as fetching things, cleaning, mending, knocked prone.
folding clothes, lighting fires, serving food, and pouring wine. Once
you give the command, the servant performs the task to the best
of its ability until it completes the task, then waits for your next
command.
W
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends. Wall of Fire 4th-Level
V
Casting Time: 1 action Range: 120 feet
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can
Vampiric Touch 3rd-Level make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a
ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
The wall is opaque and lasts for the duration.
Casting Time: 1 action Range: Self
When the wall appears, each creature within its area must make a
Duration: Concentration, up to 1 minute
Dexterity saving throw. On a failed save, a creature takes 5d8 fire
The touch of your shadow-wreathed hand can siphon life force damage, or half as much damage on a successful save.
from others to heal your wounds. Make a melee spell attack
One side of the wall, selected by you when you cast this spell,
against a creature within your reach. On a hit, the target takes
deals 5d8 fire damage to each creature that ends its turn within
3d6 necrotic damage, and you regain hit points equal to half the
10 feet of that side or inside the wall. A creature takes the same
amount of necrotic damage dealt. Until the spell ends, you can
damage when it enters the wall for the first time on a turn or ends
make the attack again on each of your turns as an action.
its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 4th
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d6 for each slot level
level or higher, the damage increases by 1d8 for each slot level
above 3rd.
above 4th.
Vortex 4th-Level It lasts for the duration. If the wall cuts through a creature’s space
when it appears, the creature is pushed to one side of the wall
Casting Time: 1 Action Range: 90 feet (your choice which side).
Duration: Instantaneous Nothing can physically pass through the wall. It is immune to all
damage and can’t be dispelled by dispel magic. A disintegrate
Wish 9th-Level A beam of crackling, blue energy lances out toward a creature
within range, forming a sustained arc of lightning between you
Casting Time: 1 action Range: Self and the target. Make a ranged spell attack against that creature.
On a hit, the target takes 1d12 lightning damage, and on each of
Duration: Instantaneous your turns for the duration, you can use your action to deal 1d12
Wish is the mightiest spell a mortal creature can cast. By simply lightning damage to the target automatically. The spell ends if
speaking aloud, you can alter the very foundations of reality in you use your action to do anything else. The spell also ends if the
accord with your desires. target is ever outside the spell’s range or if it has total cover from
you.
The basic use of this spell is to duplicate any other spell of 8th
level or lower. You don’t need to meet any requirements in that At Higher Levels. When you cast this spell using a spell slot of 2nd
spell, including costly components. The spell simply takes effect. level or higher, the initial damage increases by 1d12 for each slot
level above 1st.
Alternatively, you can create one of the following effects of your
choice:
• You create one object of up to 25,000 Bu in value that isn’t Word of Recall 6th-Level
a magic item. The object can be no more than 300 feet in any
dimension, and it appears in an unoccupied space you can see Casting Time: 1 action Range: 5 feet
on the ground. Duration: Instantaneous
• You allow up to twenty creatures that you can see to regain You and up to five willing creatures within 5 feet of you instantly
all hit points, and you end all effects on them described in the teleport to a previously designated sanctuary. You and any
greater restoration spell. creatures that teleport with you appear in the nearest unoccupied
• You grant up to ten creatures that you can see resistance to a space to the spot you designated when you prepared your
damage type you choose. sanctuary (see below). If you cast this spell without first preparing
a sanctuary, the spell has no effect.
• You grant up to ten creatures you can see immunity to a single
spell or other magical effect for 8 hours. For instance, you could You must designate a sanctuary by casting this spell within a
make yourself and all your companions immune to a lich’s life location, such as a temple, dedicated to or strongly linked to your
drain attack. deity. If you attempt to cast the spell in this manner in an area that
isn’t dedicated to your deity, the spell has no effect.
• You undo a single recent event by forcing a reroll of any roll made
within the last round (including your last turn). Reality reshapes
itself to accommodate the new result. For example, a wish spell
could undo an opponent’s successful save, a foe’s critical hit, or Z
a friend’s failed save. You can force the reroll to be made with
attacheD runes
An attached rune is a minor rune that is applied to a small piece
of material and then that material is then attached to an object.
These runes can be removed with a day of work and reattached to
something else with another day of work.
Only minor runes can be attached.
inscribeD runes
An inscribed rune is any rune that is imbued directly into an object.
These runes are permanent and cannot be removed. All rune types
can be inscribed. Objects with a rune are considered magical.
Weapon Runes
Rune of Damage (Minor)
Materials Cost: 500 Bu.
You have a +1 bonus to attack and damage rolls made with this
weapon. The weapon attacks are now magical.
(requires attunement by an evil character). When you use the Attack action on your turn and hit a Large or
smaller creature, you can send that creature flying. It must succeed
Grants a bonus +1d6 necrotic damage to one weapon. on a DC 25 Constitution saving throw or be thrown 15 feet directly
away from you and land prone.
Applying a Tattoo
In order to apply a tattoo, there must first be room to draw it into
the skin. Every tattoo has a size and location. The size of the
tattoo scales with the size of the creature. Because of this,
a Large chest tattoo would take up the same space on a
human, a goblin, or a giant, as the size of the tattoo stays
proportional to the size of the creature it is applied to.
Characters are limited only by the amount of available space
on their body. Tattoos are either Small, Medium, or Large,
and are either Simple, Average, or Ornate.
TATTOO ARTISTS
Skill Level Type of Tattoos
Beginner Simple
Skilled Average
Master Ornate
tiMe to aPPly
Tattoos take time to apply based on their size, intricacy, and
skill of the artist. A large but simple tattoo may take the same
amount of time to ink as it would to create a small but detailed
one. Sessions may be broken into chunks of time over the course
of several days, however if the tattoo is not finished within 30
days the magic of the tattoo dissipate and must be started again
from the beginning. Some tattoo artists will demand full payment
up front, while others will charge a part of the price across each
individual session. After the tattoo is finished, you gain the
effects of it after a long rest. Use the following table to determine
how long the procedure will take and how difficult it will be to
craft.
CRAFT TATTOO
Tattoo Size Timing (in hours) Craft DC
Small 1d4 2
Medium 2d4 4
Large 4d4 8
Design Type
Simple 1d4 4
Average 3d4 6
Ornate 5d4 10
Artist’s Skill
Beginner 4d4 8
Skilled 2d4 6
Master 1d4 2
Enchanted Tattoo Templates a DC 25 check to apply the tattoo. Please note crafting rolls must
be made for each session.
Mark of Striding
Mark of Greater Skill
Leg, Medium, Average 3,500 Bu
Anywhere, Medium, Average 3,000 Bu Your walking speed is increased by 5 feet. This tattoo may be
Increase any skill by two or any two skills by one. Once skill(s) applied to the other leg for an additional +5 feet of movement.
has been selected, it cannot be changed without upgrading the
enchantment.
Mark of Warding
Mark of Superior Skill Anywhere, Large, Average 6,500 Bu
You gain a +1 bonus to all saving throws.
Anywhere, Medium, Ornate 6,000 Bu
Increase any skill by three or any two skills by two and one
respectively. Once skill(s) has been selected, it cannot be changed. Mark of Ability
Chest/Back, Large, Average 7,000 Bu
You chooses an ability score when this tattoo is applied. Thereafter,
you have a +1 bonus to the chosen ability score, to a max of 20.
Melee Mark
Arm, Medium, Simple 2,000 Bu
Mark of Fortitude
You gain a +1 bonus on attack rolls OR damage rolls with a specific Anywhere, Large, Average 5,000 Bu
type of melee weapon (swords, axes, maces, etc), as long as you Once per long rest as an action, you may activate the tattoo.
are proficient with the weapon and wielding it in the arm the tattoo Thereafter, you gain 5 temporary hit points at the beginning of
is on. The type of weapon and the type of rolls are chosen when each round (these do not stack) for one hour. When the tattoo’s
the tattoo is applied, and the weapon is pictured somewhere in the effects end, you lose any remaining temporary hit points.
art of the tattoo.
Mark of Bravery
Mark of the Reaper
Anywhere, Medium, Simple 3,000 Bu
Chest, Large, Ornate 10,500 Bu
You gain advantage on saving throws against being frightened.
If you drop to 0 hit points as a result of taking damage, you instead
drop to 1 hit point. Alternatively, if you are subjected to an effect
that would kill you instantaneously without dealing damage, that Mark of Understanding
effect is instead negated.
Head, Small, Average 2,000 Bu
Once either effect is used, it cannot be used again for another 30
days. You learn one additional language of the tattoo artist’s choice
when the tattoo is applied. This tattoo may be taken multiple
times, each time choosing a different language.
Mark of Elements
Anywhere, Medium, Ornate 6,000 Bu Mark of the Familiar
You gain resistance to a type of damage, chosen when the tattoo
Anywhere, Small, Simple 1,000 Bu
is applied.
You can cast Find Familiar without the need for components.
Anti-Charm Mark
Mark of the Demon
Anywhere, Medium, Simple 2,000 Bu
Arm, Medium, Ornate 7,000 Bu
You gain immunity to magical sleep, and has advantage on saving
throws against being charmed. You may activate this tattoo as a bonus action, causing the runes
to glow and your arm to change shape for one minute. This ability
may be used once per long rest.
Mark of Life Your arm grows disproportionately larger and becomes scaly and
red, your hand tipped with razor sharp, black claws. Any article of
Chest, Large, Ornate 10,000 Bu
clothing not meant to accommodate the change in limb size is
Your maximum hit points are increased by 1 per character level. destroyed in the process. If the arm is covered in armor not meant
to accommodate the change in limb size this change will not take
Mark of Healing
place.
A melee attack with this arm does 2d8 slashing damage and 1d4
Anywhere, Medium, Ornate 5,000 Bu fire damage.
Once per long rest, you may activate this tattoo as an action. For While the arm is changed, you have an effective Strength modifier
the next minute (or until your concentration lapses), each creature of +8 for anything that only uses the changed arm.
(including enemies) within a 30 ft. radius of you regains the
maximum number of hit points possible from any healing.
As an action, one creature you can see within 60 feet of you must
make a Charisma saving throw. On a failed save, it takes 1d8
Ice Spear 1–7 psi
psychic damage per psi point spent, and it can’t take reactions As an action, you hurl a mote of ice at one creature you can see
until the start of its next turn. On a successful save, it takes half within 120 feet of you. The target must make a Dexterity saving
Pre-Cog II 3 psi
You attempt to grasp a creature in telekinetic energy and hold it
captive. As an action, choose one creature you can see within 60
feet of you. The target must succeed on a Strength saving throw or
In response to an attack hitting you, you use your reaction to
be grappled by you until your concentration ends or until the target
impose disadvantage on that attack roll, possibly causing it to
leaves your reach, which is 60 feet for this grapple. The grappled
miss.
target can escape by succeeding on an Athletics check contested
by your psionic ability plus your proficiency bonus. When a target
attempts to escape in this way, you can spend psi points to boost
your check, abiding by your psi limit. You gain a +1 bonus per psi Rebounding Field 3 psi
point spent.
Duration: Concentration, 10 minutes
While a target is grappled in this manner, you create one of the
As a bonus action, you seize control of the air around you to create
following effects as an action:
a protective veil. Until your concentration ends, attack rolls against
Crush (1–7 psi). The target takes 1d6 bludgeoning damage per you have disadvantage, and when a creature you can see misses
psi point spent. you with a melee attack, you can use your reaction to force the
Move (1–7 psi). You move the target up to 5 feet per psi point creature to repeat the attack roll against itself.
spent. You can move it in the air and hold it there. It falls if the
grapple ends.
Restoration 3 psi
Group Cloak 3 psi As an action, you touch one creature and remove one of the
following conditions from it: blinded, deafened, paralyzed, or
Duration: Concentration, 1 minute poisoned. Alternatively, you remove one disease from the creature.
As a bonus action, cloak yourself from sight. You can target one
additional creature for every additional psi point you spend on this Swap 3 psi
ability. The added targets must be visible to you and within 60
feet of you. Each target turns invisible and remains so until your If you haven’t moved yet on your turn, choose an ally you can see
concentration ends or until immediately after it targets, damages, within 60 feet of you. As a bonus action, you and that creature
or otherwise affects any creature with an attack, a spell, or another teleport, swapping places, and your speed is reduced to 0 until the
ability. end of the turn. This ability fails and is wasted if either of you can’t
fit in the destination space.
6-Psi Points
286 | DARKENERGY ROLEPLAYING GAME
Confidence 6 psi Skip Travel 6 psi
As an action, you and up to five creatures you can see within 60 As an action, you and up to six willing creatures of your choice that
feet of you each gain one extra action to use on your individual you can see within 60 feet of you teleport up to 1 mile to a spot you
turns. The action goes away if not used before the end of your next can see. If there isn’t an open space for all the targets to occupy at
turn. The action can be used only to make one weapon attack or to the arrival point, this ability fails and is wasted.
take the Dash or Disengage action.
Lasting Invisibility 7 psi creature is immune to this ability if it is immune to being charmed.
When you roll initiative, you can use this ability to grant yourself
and up to five creatures of your choice within 60 feet of you a +10 Thunder Dome 7 psi
bonus to initiative.
As an action, choose a point you can see within 60 feet of you.
Thunder energy erupts in a 20-foot-radius sphere centered on that
Microscopic 7 psi point. Each creature in that area must make Constitution saving
throw. On a failed save, a target takes 8d6 thunder damage, and it
Duration: Concentration, 10 minutes is stunned until the end of your next turn. On a successful save, a
As a bonus action, you become smaller than Tiny until your target takes half as much damage.
A deadly bacteria that has been womanized by many governments Stage 5: death
to use for assassinations and terrorist attacks.
Saving Throw: DC 16 Constitution
West Nile virus
The relatively simple fever caused by this disease leads to a mild
Type: Bacterial Vaccine Available: Yes illness. You can’t reduce your sickened condition while affected
Transmission: Inhaled, Contact, Injected Incubation: 2 days with west nile virus
Stage 1: sickened 1 (1 day) Saving Throw: DC 14 Constitution
Stage 2: sickened 2 enfeebled 1 (1 day) Type: Viral Vaccine Available: Yes
Stage 3: sickened 3 enfeebled 2 and fatigued 1 (1 day) Transmission: Injected Incubation: 2 days
Stage 4: death Stage 1: sickened 1 (2 days)
Stage 2: sickened 2 (2 days)
Pneumonia X
A lab created strain of a respiratory disease, pneumonia X can Necrotizing Fasciitis
pose particular challenges to spellcasters and some performers A flesh eating bacteria that can only be cured by surgically
due to the intense coughing fits it produces. removing the infected tissue.
Saving Throw: DC 14 Constitution Saving Throw: DC 18 Constitution
Type: Bacterial or Viral Vaccine Available: No Type: Bacterial Vaccine Available: No
Transmission: Inhaled Incubation: 3 days Transmission: Contact Incubation: 4 days
Stage 1: sickened 1 (3 days) Stage 1: sickened 2 (1 day)
Stage 2: sickened 1 and coughing requires you to succeed at a DC Stage 2 sickened 2, enfeebled 2 (1 day)
5 flat check to Cast a Spell with a verbal component or Activate an
Item with a command component (1 week) Stage 3: sickened 2, enfeebled 3 and fatigued 1 (1 day) at this
stage the infected limb can be removed to reduce the save DC to
Stage 3: sickened 1, fatigued 1, can’t recover from the fatigued 10.
condition, and coughing requires a successful DC 15 flat check to
Cast a Spell with a verbal component or Activate an Item with a Stage 4: unconscious (1 day)
command component (1 week) Stage 5: death
Stage 4: unconscious (3 days)
Stage 5: death Bubonic Plague
This widespread illness can sweep through entire communities,
leaving few unaffected. The first indication of the disease is a
telltale swelling of glands. In some cases, the disease can move
Stage 3: death every 10-foot increment it falls beyond the first (to a maximum of
20d6 points of damage).
Leprosy Objects smaller than 200 pounds also deal damage when dropped,
but they must fall farther to deal the same damage. Use this table
Leprosy is widely feared for its devastating effects, paralysis
to see how far an object of a given weight must drop to deal 1d6
and crippling of hands and feet while making recovery nearly
points of damage.
impossible. Damage taken from leprosy can’t be healed until the
disease is cured.
Saving Throw: DC 19 Constitution Heat and Cold
Type: Bacterial Vaccine Available: No
Heat and cold deal damage that cannot be recovered until the
Transmission: Contact Incubation: 4 days character counteracts or escapes the inclement temperature. As
Stage 1: sickened 1 (1 day) soon as the character suffers any damage from heat or cold, he or
she is considered fatigued.
Stage 2: sickened 2 (1 day)
A character not properly equipped to counteract the heat or cold
Stage 3: sickened 2 must attempt a Constitution saving throw each hour (DC 15, +1 for
Stage 4: unconscious (1 day) each previous check). Failure means that the character loses 1d4
hit points. Heavy clothing or armor provides a -4 penalty on saves
Stage 5: death
against heat but grants a +4 equipment bonus on saves against
cold. A character who succeeds at a Survival check (DC 15) gains
a +4 competence bonus on the save (see the Survival skill).
Food Radiation
A character needs one pound of food per day and can make food
last longer by subsisting on half rations. Eating half a pound of Radiation can be naturally or artificially produced. All stars
food in a day counts as half a day without food. A character can go produce radiation in some variety, and planets closer to these
without food for a number of days equal to 3 + his or her Constitution stars typically suffer more severe effects than worlds farther
modifier (minimum 1). At the end of each day beyond that limit, a away. Many pieces of technology incorporate radioactive parts
character automatically suffers one level of exhaustion. A normal and fuel cells that can flood an area with harmful radiation when
day of eating resets the count of days without food to zero. ruptured or exposed. Whether the source of the radiation is natural
or artificial, any character in an environment rich with radiation
Water may suffer some negative effects for exposure.
Area of Effect: Radiation suffuses a spherical area of effect that
A character needs one gallon of water per day, or two gallons per
can extend into solid objects. The closer one gets to the center
day if the weather is hot. A character who drinks only half that
of an area of radiation, the stronger the radiation effect becomes.
much water must succeed on a DC 15 Constitution saving throw
Radiation entries list the maximum level of radiation in an area, as
or suffer one level of exhaustion at the end of the day. A character
well as the radius out to which this radiation level applies. Each
with access to even less water automatically suffers one level of
increment up to an equal length beyond that radius degrades the
exhaustion at the end of the day. If the character already has one
radiation strength by one level. For example, a spherical area of
or more levels of exhaustion, the character takes two levels in
high radiation with a radius of 20 feet creates a zone of medium
either case.
radiation 21 feet to 40 feet from the center in all directions, and a
similar zone of low radiation from 41 to 60 feet.
Suffocation and Drowning
A creature can hold its breath for a number of minutes equal to 1 + Prolonged Exposure
its Constitution modifier (minimum of 30 seconds).
If a character is exposed to radiation for an extended period of
When a creature runs out of breath or is choking, it can survive for time they will suffer radiation poisoning based on the radiation
a number of rounds equal to its Constitution modifier (minimum level and time of exposure.
of 1 round). At the start of its next turn, it drops to 0 hit points and
A person begins to contract radiation poisoning after spending 1
is dying, and it can’t regain hit points or be stabilized until it can
month in a low radiation area, 1 week in a medium radiation area,
breathe again.
1 day in a high radiation area, or 1 hour in a severe radiation area.
For example, a creature with a Constitution of 14 can hold its They can attempt a Constitution saving throw to ward of getting
breath for 3 minutes. If it starts suffocating, it has 2 rounds to radiation poisoning. On a failed save the character suffers from
reach air before it drops to 0 hit points. the State 1 affliction noted in the description. The time it takes for
that stage to progress to the next stage is listed beside it.
Smoke A new save can be rolled to ward off progressing to the next stage
Characters breathing heavy smoke or similar toxic gases must of poisoning. On a success, the character does not progress to
make a Constitution check (DC 10, +1 for each previous check) the next stage but must attempt the save again once the time for
each round or spend that round choking and coughing. Characters the next stage comes again.
who choke for 2 consecutive rounds take 1d6 points of damage.
Smoke also obscures vision, giving one-half concealment (20% Radiation Poisoning: Low
miss chance) to characters within it. Saving Throw DC 10 Constitution
Stage 1 sickened 1 (1 month)
Strangulation Stage 2 sickened 2
When a character is strangled by an instrument or an attacker, use
the rules below.
BETWEEN ADVENTURES
In addition, snowstorms leave 1d6 inches of snow on the ground
afterward. It costs 2 squares of movement to enter a snow-
covered square.
EXTREME COLD. Extreme cold (below -20°F) deals 1d6 points of
lethal damage per minute (no save). In addition, a character must Between trips to dungeons and battles against ancient evils,
make a Fortitude save (DC 15, +1 per previous check) or take adventurers need time to rest, recuperate, and prepare for their
1d4 points of nonlethal damage. Those wearing metal armor or next adventure. Many adventurers also use this time to perform
coming into contact with very cold metal are affected as if by a other tasks, such as crafting arms and armor, performing research,
chill metal spell. or spending their hard-earned barter units.
A character who has the Survival skill may receive a bonus on In some cases, the passage of time is something that occurs with
her saving throw and may be able to apply this bonus to other little fanfare or description. When starting a new adventure, the
characters as well. Characters wearing winter clothing only need GM might simply declare that a certain amount of time has passed
check once per hour for cold and exposure damage. and allow you to describe in general terms what your character
has been doing. At other times, the GM might want to keep track of
A character who takes any nonlethal damage from cold or exposure just how much time is passing as events beyond your perception
is beset by frostbite or hypothermia (treat her as fatigued). These stay in motion.
penalties end when the character recovers the nonlethal damage
she took from the cold and exposure.
Nonlethal damage from cold or exposure cannot be recovered Resting
until the character gets out of the cold and warms up again. Once
a character is rendered unconscious through the accumulation Heroic though they might be, adventurers can’t spend every hour of
of nonlethal damage, the cold and exposure begins to deal lethal the day in the thick of exploration, social interaction, and combat.
damage at the same rate. They need rest—time to sleep and eat, tend their wounds, refresh
their minds and spirits for spellcasting, and brace themselves for
DUSTSTORM. These desert storms blow fine grains of sand. further adventure.
The combined effects of dust and wind reduce visibility by three
quarters, imposing a -8 penalty on Spot, Search, and Listen Adventurers can take short rests in the midst of an adventuring
checks. Duststorms make ranged weapon attacks impossible, day and a long rest to end the day.
except for those using siege weapons, which suffer a -4 penalty
on attack rolls. Short Rest
Duststorms automatically extinguish candles, torches, and similar A short rest is a period of downtime, at least 1 hour long, during
unprotected flames. They cause protected flames, such as those which a character does nothing more strenuous than eating,
of lanterns, to dance wildly and have a 50% chance to extinguish drinking, reading, and tending to wounds.
these lights. A character can spend one or more Hit Dice at the end of a short
Creatures must succeed on a DC 15 Fort save or be blown away rest, up to the character’s maximum number of Hit Dice, which
(Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 is equal to the character’s level. For each Hit Die spent in this
feet, taking 1d4 points of nonlethal damage per 10 feet), knocked way, the player rolls the die and adds the character’s Constitution
down (Small; prone), or checked (Medium; unable to move forward modifier to it. The character regains hit points equal to the total.
against the force of the wind). The player can decide to spend an additional Hit Die after each roll.
A character regains some spent Hit Dice upon finishing a long rest,
Airborne creatures are instead blown back 2d6 x 10 feet and dealt as explained below.
2d6 points of nonlethal damage due to battering and buffeting
(Small or smaller creatures), blown back 1d6 x 10 feet (Medium),
or blown back 1d6 x 5 feet (Large). Long Rest
Duststorms leave behind a deposit of 1d6 inches of sand. A long rest is a period of extended downtime, at least 8 hours long,
during which a character sleeps or performs light activity: reading,
SEVERE HEAT. In severe heat (above 110°F), a character must talking, eating, or standing watch for no more than 2 hours. If the
make a Fortitude save once every 10 minutes (DC 15, + 1 for each rest is interrupted by a period of strenuous activity—at least 1 hour
previous check) or take 1d4 points of nonlethal damage. of walking, fighting, casting spells, or similar adventuring activity—
Characters wearing heavy clothing or armor of any sort take a the characters must begin the rest again to gain any benefit from
-4 penalty on their saves. A character with the Survival skill may it.
receive a bonus on her saving throw and may be able to apply this At the end of a long rest, a character regains all lost hit points. The
bonus to other characters as well. character also regains spent Hit Dice, up to a number of dice equal
A character who takes any nonlethal damage from heat exposure to half of the character’s total number of them (minimum of one
now suffers from heatstroke and is fatigued. These penalties end die). For example, if a character has eight Hit Dice, he or she can
regain four spent Hit Dice upon finishing a long rest.
Practicing a Profession
You can work between adventures, allowing you to maintain a
modest lifestyle without having to pay 50 Bu per day. This benefit
lasts as long you continue to practice your profession.
If you are a member of an organization that can provide gainful
Henchmen Actions
Starting a level 5, you can gain henchmen. Henchmen are chosen Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2d4 +3 slashing damage.
from the standard NPC monsters. Eligible Henchmen include:
Shotgun. Ranged Weapon Attack: +5 to hit, range 30 ft., one target.
Bandit, Thug, Modern Soldier etc. An individual Henchman might Hit: 1d10 +3 ballistic damage.
have slightly different Ability scores, proficiencies or weapon types
if it fits the story. A henchmen gets paid for their service but does
not get any xp or leveling up. They can be either controlled by the
player that they serve ( or the GM can take control).
Any acquired henchmen must have a CR rating 1/3 your level or
lower, rounded down.
Thug CR 2
Medium humanoid, any alignment
The total number of henchmen you can have at once depends on
AC 14 HP 100 Speed 30 ft.
your level as shown on the Henchmen by Level chart, unless a Feat
or Trait gives different rules. __________________________________________________________________________
Senses passive Perception 11
A few example henchmen are listed below. More and be found in
Languages Common
the Creature Reference Guide.
Skills Athletics +5, Perception +3
HENCHMEN BY LEVEL
Str +2, Dex +2, Con +2, Int +0, Wis +1, Cha +0
Your level Total Henchmen __________________________________________________________________________
5 1
Actions
10 2
15 3 Multiattack. The survivor makes two melee attacks or one shotgun
attack.
20 4 Pipe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8 +3 bludgeoning damage.
Mercenary CR 4 Shotgun. Ranged Weapon Attack: +6 to hit, range 30 ft., one target.
Hit: 1d10 +3 ballistic damage.
Medium humanoid (human), any alignment
AC 15 HP 90 Speed 30 ft.
__________________________________________________________________________
Companions
Damage Resistances Ballistic A Companion is character that is built like a normal PC with a
Senses passive Perception 12
character sheet and is controlled by the player. The difference
being they are usually a lower level and take a secondary role to
Languages Common
the main PC. For example, a level 6 Templar may have a level 1
Saving Throws Str +4, Dex +3, Wis +3 Templar Companion to act as their squire.
Skills Athletics +3, Perception +2
Each Companion in the party gets 1/2 of a share of XP awarded
Str +1, Dex +2, Con +1, Int +0, Wis +1, Cha +0
to PCs. i.e. a party of 2 PCs and 1 Companion get 200xp. The
__________________________________________________________________________ Companion gets 40xp and each PC gets 80xp. You must either
Military Tactics. The merc has advantage on an attack roll against a crea- pay your Companion as a Hireling (at 20 Bu+ a day) or give them a
ture if at least one of the merc’s allies is within 30 feet of the creature and share of treasure. The standard Companion treasure share is 15%
the ally isn’t incapacitated.
of what a PC gets but varying this counts as good terms.
Actions
Multiattack. The merc makes two melee weapon attacks or two ranged
weapon attacks
Combat Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 2d6 +3 slashing damage
Pistol. Ranged Weapon Attack: +7 to hit, range 40 ft., one target.
Hit: 2d6 +4 ballistic damage. The pistol holds 7 ammunition; after the
ammunition is spent, the merc must use its action or bonus action to
reload the weapon.
Assault Rifle. Ranged Weapon Attack: +7 to hit, range 10/100 ft., one
target. Hit: 2d8 +4 ballistic damage. The automatic rifle holds 30
ammunition; after the ammunition is spent, the merc must use its
action or bonus action to reload the weapon.
Trap Examples much damage and isn’t knocked prone. Objects that block the
sphere, such as a conjured wall, take maximum damage from the
impact.
Land Mine Dynamic Element. The longer it rolls, the more lethal the sphere
Simple trap (level 1–4, dangerous threat) becomes.
Trigger. Anyone stepping on the Land Mine. Speed Kills. After its turn, the sphere gains speed, represented
by its damage increasing by 2d10. While its damage is 10d10 or
Effect. As the creature steps on the Land Mine it explodes. The greater, it acts on initiative count 20 and 10.
creature must make a DC 16 Dexterity Save. On a failure the target
takes 2d6 Fire Damage, 1d6 Thunder Damage, and is thrown 5 foot Countermeasures. The trap can be neutralized either by stopping
into the air, taking 1d6 Bludgeoning Damage as it falls prone. It the sphere or preventing it from teleporting.
must also then make a DC 16 Constitution Saving Throw against Stop the Sphere. Stopping the sphere is the easiest way to disrupt
being stunned and deafened for 2 rounds. On a Success the target the trap. A wall of force can do so easily, as can any object placed
only takes 1d6 Thunder Damage, is knocked prone without taking in its path that has enough hit points to absorb damage from the
Bludgeoning Damage, but must still take the Constitution Save sphere without being destroyed.
against being deafened. Either way the Land Mine is destroyed.
Disrupt the Portals. Either portal can be neutralized with three
Countermeasures. A DC 13 Perception Check reveals the Land successful DC 20 Intelligence (Arcana) checks, but the process
Mine. Unless it’s been disguised/hidden. Spending 1 Minute of analyzing a portal to disrupt it takes time. Faint runes in the
burying the Land Mine in a soft surface increases this DC to 20. A ceiling and floor at both ends of the hallway are involved in the
Stealth Check of 18 is required to approach the Land Mine without functioning of the teleportation. A creature must first use an
detonating. A Demolitions Check of 14 disarms the Land Mine. action to examine a set of runes, then use a subsequent action to
attempt to vandalize the runes. Each successful check reduces the
Planted Explosive sphere’s damage by 2d10, as the disrupted sphere loses speed.
Simple trap (level 5–10, dangerous threat) Alternatively, a set of runes can be disabled with three successful
castings of dispel magic (DC 19) targeting any of the runes in the
Trigger. Anyone stepping on the tripwire.
set.
Effect. A 15-foot cone of fire erupts, covering the tripwire and
If the southern portal is destroyed, the sphere slams into the south
the area around it. Each creature in the cone must make a DC
wall and comes to a halt. It blocks the door to the tomb, but the
15 Dexterity saving throw, taking 4d6 fire damage and 3d6 force
characters can escape.
damage on a failed save, or half as much damage on a successful
one.
Countermeasures. A DC 15 Intelligence (Investigation) check
reveals the tripwire. A DC 15 Intelligence (Demolitions) check
allows a creature to deactivate the trap by removing the tripwire
and securing the detonation pin; failing this check causes the trap
to activate.
Charmed Frightened
A charmed creature can’t attack the charmer or target the charmer A frightened creature has disadvantage on ability checks and
with harmful abilities or magical effects. attack rolls while the source of its fear is within line of sight.
The charmer has advantage on any ability check to interact The creature can’t willingly move closer to the source of its fear.
socially with the creature.
Grabbed
Clumsy A grabbed creature is held in place by another creature, giving it the
Your movements become clumsy and inexact. Clumsy always flat-footed and immobilized conditions. If the creature attempts
includes a value. You take a status penalty equal to the condition an action while grabbed, they must succeed at a DC 5 flat check
value to Dexterity-based checks and DCs, including AC, Reflex or it is lost; roll the check after spending the action, but before any
saves, ranged attack rolls, and skill checks using Athletics, Stealth, effects are applied.
and Slight of Hand.
Grappled
Deafened A grappled creature’s speed becomes 0, and it can’t benefit from
A deafened creature can’t hear and automatically fails any ability any bonus to its speed.
check that requires hearing.
The condition ends if the grappler is incapacitated.
Drained The condition also ends if an effect removes the grappled creature
from the reach of the grappler or grappling effect, such as when a
When a creature successfully drains you of blood or life force, you creature is hurled away by the thunderwave spell.
become less healthy. Drained always includes a value. You take a
status penalty equal to your drained value on Constitution-based
checks, such as Fortitude saves. You also lose a number of Hit Incapacitated
Points equal to your level (minimum 1) times the drained value, An incapacitated creature can’t take actions or reactions.
and your maximum Hit Points are reduced by the same amount.
For example, if you’re hit by an effect that inflicts drained 3 and Invisible
you’re a 3rd-level character, you lose 9 Hit Points and reduce your
maximum Hit Points by 9. Losing these Hit Points doesn’t count An invisible creature is impossible to see without the aid of magic
as taking damage. or a special sense. For the purpose of hiding, the creature is heavily
obscured. The creature’s location can be detected by any noise it
A paralyzed creature is incapacitated (see the condition) and can’t An attack roll against the creature has advantage if the attacker
move or speak. is within 5 feet of the creature. Otherwise, the attack roll has
disadvantage.
The creature automatically fails Strength and Dexterity saving
throws.
Restrained
Attack rolls against the creature have advantage.
A restrained creature’s speed becomes 0, and it can’t benefit from
Any attack that hits the creature is a critical hit if the attacker is any bonus to its speed. It takes a -2 penalty to AC.
within 5 feet of the creature.
Attack rolls against the creature have advantage, and the creature’s
attack rolls have disadvantage.
Persistent Damage It can’t use any actions except to attempt to Escape (page 192)
Persistent damage comes from effects like acid, being on fire, or
many other situations. It appears as “X persistent [type] damage,” The creature has disadvantage on Dexterity saving throws.
where “X” is the amount of damage dealt and “[type]” is the Restrained overrides grabbed.
damage type. Instead of taking persistent damage immediately,
you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take
Sickened
persistent damage, roll a DC 15 flat check to see if you recover You feel ill. Sickened always includes a value. You take a status
from the persistent damage. If you succeed, the condition ends. penalty equal to this value on all your checks and DCs. You can’t
willingly ingest anything—including elixirs and potions—while
Immunities, resistances, and weaknesses all apply to persistent sickened.
damage. If an effect deals initial damage in addition to persistent
damage, apply immunities, resistances, and weaknesses You can spend a single action retching in an attempt to recover,
separately to the initial damage and to the persistent damage. which lets you immediately attempt a Constitution save against
Usually, if an effect negates the initial damage, it also negates the DC of the effect that made you sickened. On a success, you
the persistent damage, such as with a slashing weapon that also reduce your sickened value by 1 (or by 2 on a critical success).
deals persistent bleed damage because it cut you. The GM might
rule otherwise in some situations. Stunned
You can be simultaneously affected by multiple persistent A stunned creature is incapacitated (see the condition), can’t
damage conditions so long as they have different damage types. move, and can speak only falteringly.
If you would gain more than one persistent damage condition with The creature automatically fails Strength and Dexterity saving
the same damage type, the higher amount of damage overrides throws.
the lower amount. The damage you take from persistent damage
occurs all at once, so if something triggers when you take damage, Attack rolls against the creature have advantage.
it triggers only once; for example, if you’re dying with several types
of persistent damage, the persistent damage increases your dying Stupefied
condition only once. Your thoughts and instincts are clouded. Stupefied always
includes a value. You take a status penalty equal to this value on
Petrified Intelligence-, Wisdom-, and Charisma-based checks and DCs,
A petrified creature is transformed, along with any nonmagical including Will saving throws, spell attack rolls, spell DCs, and skill
object it is wearing or carrying, into a solid inanimate substance checks that use these ability scores. Any time you attempt to Cast
(usually stone). Its weight increases by a factor of ten, and it a Spell while stupefied, the spell is disrupted unless you succeed
ceases aging. at a flat check with a DC equal to 5 + your stupefied value.
The creature is incapacitated (see the condition), can’t move or
speak, and is unaware of its surroundings.
Unconscious
An unconscious creature is incapacitated (see the condition),
Attack rolls against the creature have advantage.
can’t move or speak, and is unaware of its surroundings
The creature automatically fails Strength and Dexterity saving
The creature drops whatever it’s holding and falls prone.
throws.
The creature automatically fails Strength and Dexterity saving
The creature has resistance to all damage.
throws.
The creature is immune to poison and disease, although a poison
Attack rolls against the creature have advantage.
or disease already in its system is suspended, not neutralized.
Any attack that hits the creature is a critical hit if the attacker is
Poisoned within 5 feet of the creature.
A poisoned creature has disadvantage on attack rolls and ability
checks.
EXPERIENCE BY CR LEVEL
CR XP Prof CR XP Prof
Bonus Bonus
0 0-10 +2 14 11,500 +5
1/8 25 +2 15 13,000 +5
1/4 50 +2 16 15,000 +5
1/2 100 +2 17 18,000 +6
1 200 +2 18 20,000 +6
2 450 +2 19 22,000 +6
3 700 +2 20 25,000 +6
4 1,100 +2 21 33,000 +7
5 1,800 +3 22 41,000 +7
6 2,300 +3 23 50,000 +7
7 2,900 +3 24 62,000 +7
8 3,900 +3 25 75,000 +8
9 5,000 +4 26 90,000 +8
10 5,900 +4 27 105,000 +8
11 7,200 +4 28 120,000 +8
12 8,400 +4 29 135,000 +9
13 10,000 +5 30 155,000 +9
Attunement tentacle might work, but a naga with a snakelike tail instead of
legs can’t wear boots.
Some magic items require a creature to form a bond with them
before their magical properties can be used. This bond is called Multiple Items of the Same Kind
attunement, and certain items have a prerequisite for it. If the Use common sense to determine whether more than one of a given
prerequisite is a class, a creature must be a member of that class kind of magic item can be worn. A character can’t normally wear
to attune to the item. (If the class is a spellcasting class, a monster more than one pair of footwear, one pair of gloves or gauntlets,
qualifies if it has spell slots and uses that class’s spell list.) If the one pair of bracers, one suit of armor, one item of headwear, and
prerequisite is to be a spellcaster, a creature qualifies if it can cast one cloak. You can make exceptions; a character might be able to
at least one spell using its traits or features, not using a magic wear a circlet under a helmet, for example, or to layer two cloaks.
item or the like.
Without becoming attuned to an item that requires attunement, a Paired Items
creature gains only its nonmagical benefits, unless its description Items that come in pairs—such as boots, bracers, gauntlets, and
states otherwise. For example, a magic shield that requires gloves—impart their benefits only if both items of the pair are worn.
attunement provides the benefits of a normal shield to a creature For example, a character wearing a boot of striding and springing
not attuned to it, but none of its magical properties. on one foot and a boot of elvenkind on the other foot gains no
Attuning to an item requires a creature to spend a short rest benefit from either.
focused on only that item while being in physical contact with
Activating an Item
it (this can’t be the same short rest used to learn the item’s
properties). This focus can take the form of weapon practice (for
a weapon), meditation (for an item), or some other appropriate
activity. If the short rest is interrupted, the attunement attempt Activating some magic items requires a user to do something
fails. Otherwise, at the end of the short rest, the creature gains an special, such as holding the item and uttering a command word.
intuitive understanding of how to activate any magical properties The description of each item category or individual item details
of the item, including any necessary command words. how an item is activated. Certain items use the following rules for
their activation.
An item can be attuned to only one creature at a time, and a creature
can be attuned to no more than three magic items at a time. Any If an item requires an action to activate, that action isn’t a function
attempt to attune to a fourth item fails; the creature must end its of the Use an Item action, so a feature such as the secret agent’s
attunement to an item first. Additionally, a creature can’t attune Fast Hands can’t be used to activate the item.
to more than one copy of an item. For example, a creature can’t
attune to more than one ring of protection at a time. Command Word
A creature’s attunement to an item ends if the creature no longer A command word is a word or phrase that must be spoken for an
satisfies the prerequisites for attunement, if the item has been item to work. A magic item that requires a command word can’t
more than 100 feet away for at least 24 hours, if the creature be activated in an area where sound is prevented, as in the area of
dies, or if another creature attunes to the item. A creature can the silence spell.
also voluntarily end attunement by spending another short rest
focused on the item, unless the item is cursed. Consumables
Some items are used up when they are activated. A potion or an
Wearing and Wielding Items elixir must be swallowed, or an oil applied to the body. The writing
vanishes from a scroll when it is read. Once used, a consumable
Using a magic item’s properties might mean wearing or wielding item loses its magic.
it. A magic item meant to be worn must be donned in the intended
fashion: boots go on the feet, gloves on the hands, hats and Spells
helmets on the head, and rings on the finger. Magic armor must be Some magic items allow the user to cast a spell from the item.
donned, a shield strapped to the arm, a cloak fastened about the The spell is cast at the lowest possible spell level, doesn’t expend
shoulders. A weapon must be held. any of the user’s spell slots, and requires no components, unless
In most cases, a magic item that’s meant to be worn can fit a the item’s description says otherwise. The spell uses its normal
creature regardless of size or build. Many magic garments are casting time, range, and duration, and the user of the item must
made to be easily adjustable, or they magically adjust themselves concentrate if the spell requires concentration. Many items, such
to the wearer. Rare exceptions exist. If the story suggests a good as potions, bypass the casting of a spell and confer the spell’s
reason for an item to fit only creatures of a certain size or shape, effects, with their usual duration. Certain items make exceptions
to these rules, changing the casting time, duration, or other parts
Charges 3
4
Hearing and normal vision out to 120 feet.
Hearing and darkvision out to 120 feet.
Some magic items have charges that must be expended to activate
their properties. The number of charges an item has remaining is
revealed when an identify spell is cast on it, as well as when a Alignment
creature attunes to it. Additionally, when an item regains charges,
the creature attuned to it learns how many charges it regained. A sentient magic item has an alignment. Its creator or nature
might suggest an alignment. If not, you can pick an alignment or
roll on the following table.
Sentient Magic Items d100 ALIGNMENT d100 ALIGNMENT
Some magic items possess sentience and personality. Such an 01-15 Lawful good 74-85 Chaotic neutral
item might be possessed, haunted by the spirit of a previous 16-35 Neutral good 86-89 Lawful evil
owner, or self-aware thanks to the magic used to create it. In any 36-50 Chaotic good 90-96 Neutral evil
case, the item behaves like a character, complete with personality
51-63 Lawful neutral 97-100 Lawful good
quirks, ideals, bonds, and sometimes flaws. A sentient item might
be a cherished ally to its wielder or a continual thorn in the side. 64-73 Neutral neutral
91-100 The item can speak, read, and understand one or more 9 Destiny Seeker: The item is convinced that it and its
languages. In addition, the item can communicate wielder have key roles to play in future events.
telepathically with any character that carries or wields it. 10 Creator Seeker: The item seeks its creator and wants to
understand why it was created.
Armor of the Bitten Wearing this cloak grants advantage on all Stealth checks and a
+1 bonus to your AC.
Armor (Counts as Unarmored) Rare
(requires attunement by a character with WereDisease)
Magic Shield
This armor is capable of morphing to accommodate a
Armor (Shield) Uncommon
werecreature’s transformations between their base form and
Hybrid form. This armor provides a +1 bonus to AC. While holding this shield, you have a +1 bonus to AC. This bonus is
in addition to the shield’s normal bonus to AC.
Vest of Vitality (TL 1)
Armor (Undercover Vest) Varies
Plastic Battlemage Armor (TL 2)
At the start of your turn, you gain a small number of temporary hit Armor (Enhanced Plastics) Rare
points, depending on the rarity of this armor. These temporary hit (requires attunement by a mage)
points do not expire, as they refresh every turn seconds for as long While wearing this armor, you suffer no penalty for casting spells
as you wear the armor. and have a +1 bonus to your AC.
Legendary Vest of Vitality has a +1 bonus to your AC. Magical attacks made against you have disadvantage to hit.
Common: 2 hit points
Uncommon: 4 hit points Disciple of Apollo Robes
Rare: 6 hit points Armor (Clothes) Rare
(requires attunement by a martial artist)
Very Rare: 10 hit points
While wearing this armor you have a +1 bonus to your AC, plus
Legendary: 14 hit points magical attacks made against you have disadvantage to hit and
you have advantage on saving throws against spells and other
Helm of Awe magical effects.
Armor (Crown) Unique
(requires attunement by a dwarf character)
The crown of the Emperor of the Dwarves.
While wearing this crown, you gain a +3 bonus to AC, plus as a free
action you can generate an aura of fear with a 30 foot diameter
centered on the wearer twice a day.
Hellish Whip
Weapon (Whip) Very Rare
(requires attunement by an evil character)
You have a +1 bonus to attack and damage rolls made with this
magic weapon.
Purple Flames of Hell. Deals 2d6 slashing +1d6 fire damage with
a reach of 30 ft.
Staff of Elements
Weapon (Unique) Legendary
(requires attunement by a character proficient with three-section
staff)
You have a +3 bonus to attack and damage rolls made with this
magic weapon.
This magic weapon can appear as a quarterstaff, shrink to the size
of a scepter, or break into two pieces connected by a length of
chain. When in scepter from, the weapon can be wielded in one
hand but the other two forms require both hands to wield.
Staff Form. Functions as a quarterstaff. Deals 1d8 bludgeoning
damage (Versatile 1d10). You can attack with either end of the
staff.
Requires quarterstaff proficiency to use.
Two-Section Form. When you take the Attack action and attack
with the two-section staff, you can use a bonus action to make
another attack with the other section of the two-section staff.
Deals 1d6 bludgeoning damage (Double weapon 1d6). Can have
one element active on each section.
Requires three-section staff proficiency to use.
Scepter Form. Functions as a club. Can only have one element
active at a time.
Requires simple melee weapons proficiency to use.
Attuned to the weapon, with a thought, you can activate the
elemental powers within the weapon. Each end of the weapon
becomes charged with an elemental power of your choice.
Ice. An icy tip forms on the end of the weapon, changing the
bludgeoning damage to piercing and dealing an additional 2d8
cold damage.
Fire. The end of the weapon catches on fire and becomes extremely
hot. It deals an additional 2d8 fire damage.
Earth. Rocks clump to the end of the weapon increasing its mass
and dealing an additional 2d8 bludgeoning damage.
Lightning. Electricity courses over the end of the weapon, dealing
an additional 2d8 electric damage.
ANIMAL COMPANIONS
be either familiar or master abilities. If your familiar is an animal
that naturally has one of these abilities (for instance, an owl has
a fly Speed), you must select that ability. Your familiar can’t be an
animal that naturally has more familiar abilities than your daily
An animal companion is a loyal beast who follows your orders maximum familiar abilities.
without you needing to use Animal Handling on it. If your Amphibious: It gains a swim Speed of 25 feet (or Speed of 25 feet
companion dies, you can spend a week of downtime to replace if it already has a swim Speed).
it at no cost. You can have only one animal companion at a time.
Burrower: It gains a burrow Speed of 5 feet, allowing it to dig Tiny
Riding Animal Companions holes.
You or an ally can ride your animal companion as long as it is Climber: It gains a climb Speed of 25 feet.
at least one size larger than the rider. If it is carrying a rider, the Damage Avoidance: Choose one type of save. It takes no damage
animal companion can use only its Speed. when it succeeds at that type of save; this doesn’t prevent effects
other than damage.
Hit Points Darkvision: It gains darkvision.
Your animal companion gains a number of Hit Points equal to 6 Fast Movement: Increase one of the familiar’s Speeds from 25 feet
plus its Constitution modifier for each level you have. to 40 feet.
Flier: It gains a fly Speed of 25 feet.
FAMILIARS
Manual Dexterity: It can use up to two of its limbs as if they were
hands to use manipulate actions.
Naturalist: It can understand and speak with animals of the same
Familiars are mystically bonded creatures tied to your magic. Most species. To select this, your familiar must be an animal, it must
familiars were originally animals, though the ritual of becoming have the speech ability, and you must be at least 6th level.
a familiar makes them something more. You can choose a Tiny Scent: It gains scent (imprecise, 30 feet).
animal you want as your familiar, such as a bat, cat, raven, or
snake. Some familiars are different, usually described in the ability Speech: It understands and speaks a language you know.
that granted you a familiar. Spell Battery: You gain one additional spell slot at least 3 levels
If your familiar dies, you can spend a week of downtime to replace lower than your highest-level spell slot; you must be able to cast
it at no cost. You can have only one familiar at a time. 4th-level spells using spell slots to select this master ability.
Spell Delivery: If your familiar is in your space, you can cast a
Modifiers and AC spell with a range of touch, transfer its power to your familiar, and
command the familiar to deliver the spell. If you do, the familiar
Your familiar’s save modifiers and AC are equal to yours before
uses its 2 actions for the round to move to a target of your choice
applying bonuses or penalties. Its Perception, Acrobatics, and
and touch that target. If it doesn’t reach the target to touch it this
Stealth modifiers are equal to your level plus your spellcasting
turn, the spell has no effect.
ability modifier (Charisma if you don’t have one, unless otherwise
specified). If it attempts an attack roll or other skill check, it uses
BEASTS
your level as its modifier. It doesn’t have or use its own ability
modifiers and can never benefit from item bonuses.
Hit Points
The following pages contain statistics for various animals and
Your familiar has 5 Hit Points for each of your levels.
other critters. The stat blocks are organized alphabetically by
creature name.
Senses
Defeating a beast and monsters will grant experience according to
Your familiar has low-light vision and can gain additional senses the table: Experience by CR Level on page 302.
from familiar abilities. It can communicate empathically with you
as long as it’s within 1 mile of you, sharing emotions. It doesn’t This is just a sample list. More creatures can be found in the
understand or speak languages normally, but it can gain speech Creature Reference Guide.
from a familiar ability.
Boar CR 1/4
Dire Wolf CR 1
Medium beast, unaligned
AC 11 HP 11 Speed 40 ft.
__________________________________________________________________________
Large beast, unaligned
Senses passive Perception 9
Languages - AC 16 HP 37 Speed 50 ft.
__________________________________________________________________________
Str +1, Dex +0, Con +1, Int -4, Wis +1, Cha -3
Skills Perception +3, Stealth +4
__________________________________________________________________________
Senses passive Perception 13
Charge. If the boar moves at least 20 feet straight toward a target and
then hits it with a tusk attack on the same turn, the target takes an Languages -
extra 1d6 slashing damage. If the target is a creature, it must succeed Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha -2
on a DC 11 Strength saving throw or be knocked prone.
__________________________________________________________________________
Relentless (Recharges after a Short or Long Rest). If the boar takes 7
damage or less that would reduce it to 0 hit points, it is reduced to 1 hit Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception)
point instead. checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature
Actions if at least one of the wolf’s allies is within 5 feet of the creature and the
ally isn’t incapacitated.
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6 +1 slashing damage. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2d6 +3 piercing damage. If the target is a creature, it must succeed
on a DC 13 Strength saving throw or be knocked prone.
Bear CR 1
Large beast, unaligned
Giant Boar CR 2
Elephant CR 4 Large beast, unaligned
AC 11 HP 19 Speed 40 ft.
__________________________________________________________________________
Senses passive Perception 11
Languages -
Giant Scorpion CR 3
Large beast, unaligned
Str +3, Dex +0, Con +1, Int -4, Wis +1, Cha -2
__________________________________________________________________________ AC 19 HP 52 Speed 40 ft.
__________________________________________________________________________
Charge. If the goat moves at least 20 feet straight toward a target and
then hits it with a ram attack on the same turn, the target takes an Senses blindsight 60 ft., passive Perception 9
extra 2d4 bludgeoning damage. If the target is a creature, it must Languages understands Insectid but can’t speak
succeed on a DC 13 Strength saving throw or be knocked prone.
Str +2, Dex +1, Con +2, Int -5, Wis -1, Cha -4
Sure-Footed. The goat has advantage on Strength and Dexterity saving
throws made against effects that would knock it prone. __________________________________________________________________________
Actions Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Multiattack. The scorpion makes three attacks: two with its claws and
Hit: 2d4 +3 bludgeoning damage. one with its sting.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 1d8 +2 bludgeoning damage, and the target is grappled
(escape DC 12). The scorpion has two claws, each of which can
grapple only one target.
Giant Hyena CR 2
Sting. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature.
Hit: 1d10 +2 piercing damage, and the target must make a DC 12
Constitution saving throw, taking 4d10 poison damage on a failed save,
Large beast, unaligned or half as much damage on a successful one.
AC 18 HP 45 Speed 50 ft.
__________________________________________________________________________
Skills Perception +3
Senses passive Perception 13
Languages understands Gnoll but can’t speak
Str +4, Dex +2, Con +2, Int -4, Wis +1, Cha -2
__________________________________________________________________________
Rampage. When the hyena reduces a creature to 0 hit points with a melee
attack on its turn, the hyena can take a bonus action to move up to half
its speed and make a bite attack.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2d6 +3 piercing damage.
Giant Shark CR 5
the restrained target can make a DC 12 Strength check, bursting
the webbing on a success. The webbing can also be attacked and
destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to
Huge beast, unaligned
bludgeoning, poison, and psychic damage).
Mammoth CR 6
Senses passive Perception 10
Languages -
Huge beast, unaligned Str +3, Dex +0, Con +1, Int -4, Wis +0, Cha -2
__________________________________________________________________________
AC 22 HP 126 Speed 40 ft. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
__________________________________________________________________________ Hit: 2d4 +3 bludgeoning damage.
Senses passive Perception 10
Languages -
Str +7, Dex -1, Con +5, Int -4, Wis +0, Cha -2
__________________________________________________________________________
Trampling Charge. If the elephant moves at least 20 feet straight toward
a creature and then hits it with a gore attack on the same turn, that
Stomp. Melee Weapon Attack: +16 to hit, reach 5 ft., one prone Skills Stealth +4
creature. Hit: 4d10 +8 bludgeoning damage. Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed,
Mule CR 1/8
Petrified, Prone, Restrained, Stunned
Senses blindsight 60 ft., passive Perception 11
Languages -
Medium beast, unaligned
Str -3, Dex +2, Con +0, Int -4, Wis +1, Cha -3
AC 10 HP 11 Speed 40 ft. __________________________________________________________________________
__________________________________________________________________________
Echolocation. The swarm can’t use its blindsight while deafened.
Senses passive Perception 10
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks
Languages - that rely on hearing.
Str +2, Dex +0, Con +1, Int -4, Wis +0, Cha -3 Swarm. The swarm can occupy another creature’s space and vice versa,
__________________________________________________________________________ and the swarm can move through any opening large enough for a Tiny
bat. The swarm can’t regain hit points or gain temporary hit points.
Sure-Footed. The mule has advantage on Strength and Dexterity saving
throws made against effects that would knock it prone. Actions
Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the
swarm’s space. Hit: 2d4 piercing damage, or 1d4 piercing damage if
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. the swarm has half of its hit points or fewer.
Hit: 1d4 +2 bludgeoning damage.
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s Actions
space. Hit: 4d4 piercing damage, or 2d4 piercing damage if the swarm
has half of its hit points or fewer. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d10 +3 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 +3 slashing damage.
Warhorse CR 1/2
has half of its hit points or fewer.
AC 11 HP 19 Speed 60 ft.
__________________________________________________________________________
Senses passive Perception 11
Languages -
Str +4, Dex +1, Con +1, Int -4, Wis +1, Cha -2
__________________________________________________________________________
Trampling Charge. If the horse moves at least 20 feet straight toward a
creature and then hits it with a hooves attack on the same turn, that
target must succeed on a DC 14 Strength saving throw or be knocked
prone. If the target is prone, the horse can make another attack with its
hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 2d6 +4 bludgeoning damage.
Planar travel
When adventurers travel into other planes of existence, they are
undertaking a legendary journey across the thresholds of existence
to a mythic destination where they strive to complete their quest.
Such a journey is the stuff of legend. Braving the realms of the
dead or seeking out the celestial servants of a deity will be the
subject of song and story for years to come.
Travel to the planes beyond the Material Plane can be accomplished
in two ways: by casting a spell or by using a planar portal.
Spells: A number of spells allow direct or indirect access to
other planes of existence. Plane Shift and Gate can transport
adventurers directly to any other plane of existence, with different
degrees of precision. Etherealness allows adventurers to enter the
Limbo and travel from there to any of the planes it touches.
Lower Planes
The 9 Hells are made up of the Lower Planes. Planes with some
element of evil are the Lower Planes. Fiends such as demons and
devils dwell in the Lower Planes.
As the name suggests, there are nine major planes that make
up the 9 Hells. They are Purgatory, Gehenna, Jahannam, Naraka,
Diyu, Xibalba, Niflhel, Tartarus and the Abyss. Each of these planes
has smaller subdivisions within them called Inner Realms. These
inner realms are generally the domains of powerful Archdevils and
Demon Lords.
EARTH
harDeninG of the veil
Throughout history it was always possible to traverse the Veil
Between Worlds using powerful magic or by finding one of the
The Earth is the homeworld of the human race. After The Shearing Veil’s secret doorways. But then in the ancient past, the Veil began
it is discovered that the Earth is a nexus world. A nexus world is to mysterious harden, making planer travel increasingly difficult.
any mortal world that is directly connected to 4 or more other Magic also began to fade as the mystical flow was cut off.
worlds by the axis mundi. The kefali where the first to realize what was happening and
The Earth has four known connections. Gaea, Nibiru, Svartalfheim they abruptly pulled all of their houses back to their homworld.
and Kimon. More connections are guessed to exist but haven’t Eventually the other races also came to the same realization and
been confirmed. followed suit.
Humans were suddenly left alone and with rapidly diminishing
magical powers. Stories of the gods and magic slowly faded into
History myth and legend, that is, until the Shearing.
In the beginning there was only Atum until He formed the Egg of Time passed and Atum watched as the various creatures evolved
Creation. Atum stuck the Egg and it hatched, spewing Chaos and and one grew to dominate the others. This superior life form
giving birth the universe. was then chosen as the basis for The Ideal Template. Seeing
the superiority of the new shape, the Ma’at changed their forms
From the primordial soup of Chaos the first gods emerged. A huge and those of their mortal followers to more closely resemble The
group of these gods joined together in an effort to create Order Template. Some gods kept more aspects of their animals while
from the Chaos. They called themselves the Ma’at but none of others kept very little.
them could decide who should be the leader of this new Order.
It wasn’t until a group of four male-female pairs of Ma’at joined But not all the gods agreed on how their people should be handled.
together into the Ogdoad and created the god Amun-Ra to be their Some wanted a definite structure and more Order to things. While
leader. others believed they should be able to do whatever they pleased.
The Ma’at quarreled and eventually led to war.
With Amun-Ra at their head, the Ma’at strode forth into the
swirling sea of new creation and discovered a world full of mortal When the War in Heaven broke out, some Ma’at took the opportunity
creatures. Seeing the world as a good place to start their new to abandoned Order and follow Chaos. They became known as the
Order the Ma’at took on the forms of their chosen animals and Isfet and their leader was the Great Serpent God Apep. But not all
began shaping them into their own. The gods eventually took on the Ma’at wanted to fight. Some chose to flee while others joined
personalizes of the creatures they took the forms of. different groups of gods to seek refuge in their Realms including
Ganesh, Narasimba, and Cerberus.
It should be noted that there is a theological debate amongst the
kefali wether the gods took on the animal’s traits or the animals The war eventually ended and found the Ma’at and their allies
took the god’s traits. victorious. Those of the Isfet were cast into the Abyss to remain
for eternity.
History
The first dwarf created by the Æsir was Motsognir. He was carved
out of solid stone from the heart of the world. Legend says he was
eight feet tall with a flame red beard, some legends say its beard
was actual flame, and that he could control stone with a thought.
Motsognir burrowed to the center of the world and with the help
of the Æsir gods, built the great city of Holy Agartha that would
become the seat of the Dwarf Empire. After seeing how powerful
he was, the gods decided to make all other dwarves less. That is DWARF EMPIRE
why they are short and broad. CAPITAL Holy Agartha
The second dwarf carved by the gods was Durinn the Mighty, who SUPREME RULER Emperor Otognar Durinnson
would later unify the Clans under one banner and create the Great DOMINANT RELIGION Church of the Allfather
Dwarf Empire. SYMBOL AEgishjalmr
MEMBER STATES Kingdom Above, Empire Below
Durinn the MiGhty
Durinn the Mighty is the legendary Second Dwarf, after Motsognir,
and is considered the Father of the Dwarves. favored of the gods.
Legend has it that Durinn assisted the Gods in carving the first Having no clan of his own, Durinn used the secrets of Carving he
hundred dwarves out of the Living Stone. Those hundred dwarves had learned from the gods to craft his own wives. And thus Durinn
formed into the first ten clans. began his own clan.
But the clans soon made war on each other to gain the favor of the Even though it pained him greatly, when Durinn’s Clan was strong
gods. Durinn saw this and was dismayed. He tried in vein to make enough he led them to conquer the other clans.
them stop, but nothing would calm their desire to be the most
Ma’at
Bringers of Order
isfet
Zealots of Chaos leaDer: GolDen council
leaDer: chaos lorDs heaDquarters: GolDen city of kalaPa
The Ma’at is the primary religion of the kefali and it is also the
heaDquarters: nibiru, unknown name of the group of deities that the keflai worship.
The Isfet are gods that rejected the Divine Order and chose the The base belief of Ma’at is that Order must be brought to a chaotic
path of Chaos. They seek to destroy order and set everything to universe. True believers of Ma’at strictly follow the tenets of their
what they believe is perfect balance. gods and prefer a very organized and orderly society. They believe
that through law and order, prosperity and enlightenment will be
There are numerous Isfet gods and their appearances vary wildly.
achieved.
From Sobek that is an gigantic crocodile, to Rangda that is a old
woman with fangs and claws, to Typhon who has 100 dragon There are numerous Ma’at gods and their appearances vary wildly.
heads and countless arms. From Fenrir that is an enormous wolf, to Hathor that is a beautiful
woman, to Tlaloc that resembles a frog with jaguar fangs and
Isfet also refers to the terrorist organization of kefali that wishes
heron feathers.
to spread Chaos. They have no definitive structure as that would
go against pure Chaos. But those warlords that gain enough favor Some Ma’at gods are seen as chaotic forces, like Fenrir. There are
are granted the title of Chaos Lord. those who truly understand and can see the order in what may
appear to be chaos.
Isfet cells are hard to identify and they are constantly being hunted
by the Ma’at. It is unknown how many Isfet followers there are and They primarily reside within Aaru, part of the Kingdom of Heaven,
because of their secretive nature, even the Chaos Lords don’t truly but Ma’at can be found on many of the Upper and Transitive
know how many followers they command. Planes. They are eternal enemies of the Isfet.
Psionic Cult
Upon Gaia is a mysterious organization known as the Psionic Cult.
Elves that discover they have a psychic gift are entered into the
cult to learn how to harness their blossoming mental powers. It is
also common for powerful mages to seek out the cult to learn how
to defend themselves from psychic attack.