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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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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.
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DarkEnergy Core Rulebook © 2021, Entanglement Interactive LLC.; Designer: Nicholas Colesar.

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entanglement-interactive.com

2 | DARKENERGY ROLEPLAYING GAME


CONTENTS
Introduction 4 Backgrounds 121 Psionic Powers 280
The Setting 4 Personality 125
Game scenarios 4 Game Mastering 289
How to Play 4 Faiths & Philosophies 127
Environment 289
Character Creation 7 Curses 135 Between Adventures 295
Companions and Henchmen 297
Ability Scores 8 Traps 298
Character Size 13 WereDisease 135 Conditions 300
Appearance 14 Vampirism 137 CR & Experience 302

Races 16 After 1st Level 140


Magical Items 303

Minions 310
General Feats 142
Cyclopes 17
Dwarves 19 Animal Companions 310
Elves 22 Familiars 310
Fairy 25
Giant 27
Equipment 149 Beasts 310

Goblinoids 29 Armor and Shields


Weapons 152
150 The Setting 317
Human 32
Kefali 34 Grenades & Explosives 157 Planes of Existence 317
Cynocephali 36 Special Weapons 158 Mortal Realms 319
Feloran 37 Adventuring Gear 161 Earth 319
Kobold 38 Mounts and Vehicles 170 Gaea 321
Orcs 40 Nibiru 323
Troglodyte 42 Mutations 173 Svartalfheim 325
Kimon 328
Classes 44 Cybernetics 182 Factions and Organizations 329

Berserker 47 Replacements 184 Character Sheet 332


Disciple 51 Enhancements 185
Druid 56
Engineer 62
Instrumentalist 68
Combat 186
Mad Scientist 73 Combat Step by Step 186
Mage 78 Called Shots 192
Martial Artist 84 Damage and Hit Points 194
Modern Soldier 89 Mounted Combat 198
Operative 93
Psionic 97 Magic and Spells 203
Sharpshooter 102
Silvertongue 107 Spells 209
Templar 112 Rune Crafting 274
Warrior 117 Enchanted Tattoos 277

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

4 | DARKENERGY ROLEPLAYING GAME


find a variety of exciting adventures and even entire adventure
Players campaigns at entanglement-interactive.com.
• Creature Reference Guide: From terrifying dragons to devious
Everyone involved in a DarkEnergy game is a player, including the
cybernetic hackers, monsters are a common threat that the PCs
Game Master, but for the sake of simplicity, “player” usually refers
might face, and each type has its own statistics and abilities.
to participants other than the GM. Before the game begins, players
invent a history and personality for their characters, using the • Maps and Miniatures: The chaos of combat can be difficult to
rules to determine their characters’ statistics, abilities, strengths, imagine, so many groups use maps to represent the battlefield.
and weaknesses. The GM might limit the options available during These maps are marked with a 1-inch grid, and each square
character creation, but the limits are discussed ahead of time so represents 5 feet in the game. Miniatures and illustrated tokens
everyone can create interesting heroes. In general, the only limits called pawns are used to represent the characters and the
to character concepts are the players’ imaginations and the GM’s adversaries they face.
guidelines. During the game, players describe the actions their
characters take and roll dice, using their characters’ abilities. Dice
The GM resolves the outcome of these actions. Some players
enjoy acting out (or roleplaying) what they do as if they were DarkEnergy requires a set of polyhedral dice. Each die has a
their characters, while others describe their characters’ actions different number of sides—four, six, eight, or more. When these
as if narrating a story. Do whatever feels best! If this is your first dice are mentioned in the text, they’re indicated by a “d” followed
experience with a roleplaying game, it is recommended that you by the number of sides on the die. DarkEnergy uses 4-sided dice
take on the role of a player to familiarize yourself with the rules (or d4), 6-sided dice (d6), 8-sided dice (d8), 10-sided dice (d10),
and the world. 12-sided dice (d12), and 20-sided dice (d20). If you need to roll
multiple dice, a number before the “d” tells you how many.

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

Accessories for Playing


most of their other statistics. There are six ability scores in the
game.
In addition to this book, there are a few things you will need to play. Strength represents a character’s physical might, while Dexterity
These supplies can be found at your local hobby shop or online at represents agility and the ability to avoid danger. Constitution
various sites (such as www.entanglement-interactive.com). indicates a character’s overall health and well-being. Intelligence
represents raw knowledge and problem-solving ability, while
• Character Sheet: Each player will need a character sheet Wisdom measures a character’s insight and the ability to evaluate
to create their character and to record what happens to that a situation. Finally, Charisma indicates charm, persuasiveness,
character during play. You can find a character sheet online as a and force of personality. Ability scores for ordinary folk range from
free pdf. There are both full-color and printer-friendly versions of as low as 3 to as high as 18, with 10 representing average human
the official character sheets available. There is also a character capabilities. High-level characters can have ability scores that
sheet at the end of this book. range much higher than 18.
• Dice: The players and GM will need at least one set of polyhedral An ability score that’s above the average increases your chance
dice, although most participants bring their own. Six-sided dice of success at tasks related to the ability score, while those below
are quite common, but all the dice in the set can be found at the average decrease your chance. This adjustment is called an
hobby game stores or online. ability modifier.
• Adventure: Every table needs an adventure to play whether it’s Your player character is also defined by some key choices you
designed by the GM or found in a publisher resource. You can make. The first choice is a PC’s race, representing the character’s

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.

6 | DARKENERGY ROLEPLAYING GAME


CHARACTER CREATION
1. Choose a Race
Step 1. Your race is the species of creature that you are. From your
average human to the anthropomorphic kefali, you decided what
type of creature you are.

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.

4. Finalize Ability Scores


Step 4. Use your Ability Augments and Ability Failings from the
first three steps to finalize your ability scores. These numbers
effect every aspect of the game, so be sure you have them in the
right places.

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.

8. Vampires and WereDisease


Optional Step 8. Character creation is unchanged, whether you
play as a vampire or one of The Bitten or not. As WereDisease/
vampirism are treated as a curses, it is applied the same way
to any character of any level. You should make your character
as normal (without considering the curse) and then apply any
modifications that come from the curse after character creation
has been completed. You can only have one of these curses.

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.

• Strength, measuring physical power


Advantage and Disadvantage
• Dexterity, measuring agility
Sometimes a special ability or spell tells you that you have
• Constitution, measuring endurance advantage or disadvantage on an ability check, a saving throw, or
• Intelligence, measuring reasoning and Memory an attack roll. When that happens, you roll a second d20 when you
make the roll. Use the higher of the two rolls if you have advantage,
• Wisdom, measuring perception and insight and use the lower roll if you have disadvantage. For example, if
• Charisma, measuring force of personality 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.
Is a character muscle-bound and insightful? Brilliant and
charming? Nimble and hardy? Ability scores define these If multiple situations affect a roll and each one grants advantage
qualities—a creature’s assets as well as weaknesses. or imposes disadvantage on it, you don’t roll more than one
additional d20. If two favorable situations grant advantage, for
The three main rolls of the game—the ability check, the saving example, you still roll only one additional d20.
throw, and the attack roll—rely on the six ability scores. The book’s
introduction describes the basic rule behind these rolls: roll a d20, If circumstances cause a roll to have both advantage and
add an ability modifier derived from one of the six ability scores, disadvantage, you are considered to have neither of them, and you
and compare the total to a target number. roll one d20. This is true even if multiple circumstances impose
disadvantage and only one grants advantage or vice versa. In
This section focuses on how to use ability checks and saving such a situation, you have neither advantage nor disadvantage.
throws, covering the fundamental activities that creatures attempt
in the game. When you have advantage or disadvantage and something in the
game lets you reroll the d20, you can reroll only one of the dice.
Ability Scores and Modifiers You choose which one.

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

8 | DARKENERGY ROLEPLAYING GAME


Ability Checks and a monster’s skill proficiencies appear in the monster’s stat
block.)
An ability check tests a character’s or monster’s innate talent
For example, a Dexterity check might reflect a character’s attempt
and training in an effort to overcome a challenge. The GM calls
to pull off an acrobatic stunt, to palm an object, or to stay hidden.
for an ability check when a character or monster attempts an
Each of these aspects of Dexterity has an associated skill:
action (other than an attack) that has a chance of failure. When
Athletics, Sleight of Hand, and Stealth, respectively. So a character
the outcome is uncertain, the dice determine the results.
who has proficiency in the Stealth skill is particularly good at
For every ability check, the GM decides which of the six abilities Dexterity checks related to sneaking and hiding.
is relevant to the task at hand and the difficulty of the task,
The skills related to each ability score are shown in the following
represented by a Difficulty Class (DC). The more difficult a task,
list. (No skills are related to Constitution.) See an ability’s
the higher its DC.
description in the later sections of this chapter for examples of
To make an ability check, roll a d20 and add the relevant ability how to use a skill associated with an ability.
modifier. As with other d20 rolls, apply bonuses and penalties,
Sometimes, the GM might ask for an ability check using a specific
and compare the total to the DC. If the total equals or exceeds
skill—for example, “Make a Wisdom (Perception) check.” At other
the DC, the ability check is a success—the creature overcomes
times, a player might ask the GM if proficiency in a particular skill
the challenge at hand. Otherwise, it’s a failure, which means the
applies to a check. In either case, proficiency in a skill means an
character or monster makes no progress toward the objective or
individual can add his or her proficiency bonus to ability checks
makes progress combined with a setback determined by the GM.
that involve that skill. Without proficiency in the skill, the individual
makes a normal ability check.
Flat Checks For example, if a character attempts to hack into a computer
When the chance something will happen or fail to happen is based mainframe, the Game Master might ask for a Intelligence
purely on chance, you’ll attempt a flat check. A flat check never (Computer Use) check. If the character is proficient in Computer
includes any modifiers, bonuses, or penalties—you just roll a d20 Use, the character’s proficiency bonus is added to the Intelligence
and compare the result on the die to the DC. Only abilities that check. If the character lacks that proficiency, he or she just makes
specifically apply to flat checks can change the checks’ DCs; most a Intelligence check.
such effects affect only certain types of flat checks.
Variant: Skills with Different Abilities. Normally, your proficiency in
If more than one flat check would ever cause or prevent the a skill applies only to a specific kind of ability check. Proficiency
same thing, just roll once and use the highest DC. In the rare in Stealth, for example, usually applies to Dexterity checks. In
circumstance that a flat check has a DC of 1 or lower, skip rolling; some situations, though, your proficiency might reasonably apply
you automatically succeed. Conversely, if one ever has a DC of 21 to a different kind of check. In such cases, the GM might ask for
or higher, you automatically fail. a check using an unusual combination of ability and skill, or you
might ask your GM if you can apply a proficiency to a different
Contests check. For example, if you have to swim from an offshore island to
Sometimes one character’s or monster’s efforts are directly the mainland, your GM might call for a Constitution check to see
opposed to another’s. This can occur when both of them are if you have the stamina to make it that far. In this case, your GM
trying to do the same thing and only one can succeed, such as might allow you to apply your proficiency in Athletics and ask for
attempting to snatch up a magic ring that has fallen on the floor. a Constitution (Athletics) check. So if you’re proficient in Athletics,
This situation also applies when one of them is trying to prevent you apply your proficiency bonus to the Constitution check just as
the other one from accomplishing a goal—for example, when a you would normally do for a Strength (Athletics) check. Similarly,
monster tries to force open a door that an adventurer is holding when your orc berserker uses a display of raw strength to intimidate
closed. In situations like these, the outcome is determined by a an enemy, your GM might ask for a Strength (Intimidation) check,
special form of ability check, called a contest. even though Intimidation is normally associated with Charisma.

Both participants in a contest make ability checks appropriate to


their efforts. They apply all appropriate bonuses and penalties, but
Passive Checks
instead of comparing the total to a DC, they compare the totals A passive check is a special kind of ability check that doesn’t
of their two checks. The participant with the higher check total involve any die rolls. Such a check can represent the average result
wins the contest. That character or monster either succeeds at the for a task done repeatedly, such as searching for secret doors over
action or prevents the other one from succeeding. and over again, or can be used when the GM wants to secretly
determine whether the characters succeed at something without
If the contest results in a tie, the situation remains the same as
rolling dice, such as noticing a hidden monster.
it was before the contest. Thus, one contestant might win the
contest by default. If two characters tie in a contest to snatch a Here’s how to determine a character’s total for a passive check:
ring off the floor, neither character grabs it. In a contest between a 10 + all modifiers that normally apply to the check If the character
monster trying to open a door and an adventurer trying to keep the has advantage on the check, add 5. For disadvantage, subtract 5.
door closed, a tie means that the door remains shut. The game refers to a passive check total as a score.

Skills For example, if a 1st-level character has a Wisdom of 15 and


proficiency in Perception, he or she has a passive Wisdom
Each ability covers a broad range of capabilities, including skills (Perception) score of 14.
that a character or a monster can be proficient in. A skill represents
The rules on hiding in the “Dexterity” section below rely on passive
a specific aspect of an ability score, and an individual’s proficiency
checks.
in a skill demonstrates a focus on that aspect. (A character’s
starting skill proficiencies are determined at character creation,

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.

Strength Dexterity Checks


A Dexterity check can model any attempt to move nimbly, quickly,
Strength measures bodily power, athletic training, and the extent
or quietly, or to keep from falling on tricky footing. The Athletics,
to which you can exert raw physical force.
Sleight of Hand, and Stealth skills reflect aptitude in certain kinds
of Dexterity checks.
Strength Checks
ATHLETICS. Your Dexterity or Strength (Athletics) check covers
A Strength check can model any attempt to lift, push, pull, or break your attempt to stay on your feet in a tricky situation, such as when
something, to force your body through a space, or to otherwise you’re trying to run across a sheet of ice, balance on a tightrope, or
apply brute force to a situation. The Athletics skill reflects aptitude stay upright on a rocking ship’s deck. The GM might also call for
in certain kinds of Strength checks. a Dexterity (Athletics) check to see if you can perform acrobatic
ATHLETICS. Your Strength or Dexterity (Athletics) check covers stunts, including dives, rolls, somersaults, and flips.
difficult situations you encounter while climbing, jumping, or DRIVE (PILOT). Whenever you attempt to drive a vehicle or perform
swimming. Examples include the following activities: a maneuver such as a jump or sharp turn, the GM might call for a
• You attempt to climb a sheer or slippery cliff, avoid hazards Dexterity (Drive) check.
while scaling a wall, or cling to a surface while something is SLEIGHT OF HAND. Whenever you attempt an act of legerdemain
trying to knock you off. or manual trickery, such as planting something on someone else
• You try to jump an unusually long distance or pull off a stunt or concealing an object on your person, make a Dexterity (Sleight
midjump. of Hand) check. The GM might also call for a Dexterity (Sleight of
Hand) check to determine whether you can lift a coin purse off
• You struggle to swim or stay afloat in treacherous cur rents,
another person or slip something out of another person’s pocket.
storm-tossed waves, or areas of thick seaweed. Or another
creature tries to push or pull you underwater or otherwise STEALTH. Make a Dexterity (Stealth) check when you attempt
interfere with your swimming. to conceal yourself from enemies, slink past guards, slip away
without being noticed, or sneak up on someone without being
Other Strength Checks. The GM might also call for a Strength
seen or heard.

10 | DARKENERGY ROLEPLAYING GAME


OTHER DEXTERITY CHECKS. The GM might call for a Dexterity
check when you try to accomplish tasks like the following: Constitution
• Control a heavily laden cart on a steep descent Constitution measures health, stamina, and vital force.
• Steer a chariot around a tight turn
• Pick a lock Constitution Checks
• Disable a trap Constitution checks are uncommon, and no skills apply to
Constitution checks, because the endurance this ability represents
• Securely tie up a prisoner is largely passive rather than involving a specific effort on the part
• Wriggle free of bonds of a character or monster.
• Play a stringed instrument A Constitution check can model your attempt to push beyond
normal limits, however.
• Craft a small or detailed object
The GM might call for a Constitution check when you try to
Hiding accomplish tasks like the following:

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.

Initiative DEMOLITIONS. Your Intelligence (Demolitions) check measures


your ability to install and use explosive devices.
At the beginning of every combat, you roll initiative by making a
Dexterity check. Initiative determines the order of creatures’ turns DISABLE DEVICE. Your Intelligence (Disable Device) check
in combat. measures your ability sabotage devices such as traps.
INVESTIGATION. When you look around for clues and make
deductions based on those clues, you make an Intelligence

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.

Electronic NATURE. Your Wisdom (Nature) check measures your ability to


recall lore about terrain, plants and animals, the weather, and
Pharmaceutical natural cycles.
Chemical PERCEPTION. Your Wisdom (Perception) check lets you spot, hear,
Structural or otherwise detect the presence of something. It measures your
general awareness of your surroundings and the keenness of your
Art
senses.
Writing
RELIGION. Your Wisdom (Religion) check measures your ability
Runes to recall lore about deities, rites and prayers, religious hierarchies,
Tattoo holy symbols, and the practices of major religious institutions.

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.

Science PASSIVE PERCEPTION. A character’s ability to notice what’s


happening around them without actively examining their
Surgery surroundings. Calculating passive perception:
Civics 10 + Wisdom modifier + proficiency bonus
Streetwise
Tactics
Spellcasting Ability
Berserkers, Disciples, Druids, Templars and Sharpshooters use
History
Wisdom as their spellcasting ability, which helps determine the
saving throw DCs of spells they cast.
Other Intelligence Checks
The GM might call for an Intelligence check when you try to
accomplish tasks like the following: Charisma
• Communicate with a creature without using words Charisma measures your ability to interact effectively with others.
• Estimate the value of a precious item It includes such factors as confidence and eloquence, and it can
represent a charming or commanding personality.
• Pull together a disguise to pass as a city guard
• Forge a document Charisma Checks
• Recall lore about a craft or trade A Charisma check might arise when you try to influence or
• Win a game of skill entertain others, when you try to make an impression or tell a
convincing lie, or when you are navigating a tricky social situation.

12 | DARKENERGY ROLEPLAYING GAME


CHARACTER SIZE
The Deception, Intimidation, Performance, and Persuasion skills
reflect aptitude in certain kinds of Charisma checks.
DECEPTION. Your Charisma (Deception) check determines
whether you can convincingly hide the truth, either verbally or
through your actions. This deception can encompass everything Most characters fall in the Medium size category and use the rules
from misleading others through ambiguity to telling outright as stated throughout this book, however there are come races
lies. Typical situations include trying to fast-talk a guard, con a that are Tiny, Small or Large. They have a few adjusted rules to
merchant, earn money through gambling, pass yourself off in a compensate for their size difference.
disguise, dull someone’s suspicions with false assurances, or

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 RANGES AGING

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

Large 8 ft. - 16 ft. 500 lb. - 2 tons Fairy 2+ - - - -


Giant 300+ - - - -
Goblinoids 6+ 75 150 225 +3d20
Human 15+ 40 65 80 +2d20
SIZE & REACH Kefali
Size Space Reach Cyno 5+ 20 45 65 +1d20
Tiny Less than 5 feet 0 feet Feloran 15+ 45 80 100 +2d20
Small 5 feet 5 feet Kobold 2+ 100 225 300
Medium 5 feet 5 feet Orc 10+ 30 75 95 +1d20
Large 10 feet 10 feet Troglodyte 12+ 25 50 75 +1d20
1- At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2- At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3- At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Height & Weight


To determine a character’s height and weight, see Table Average
Height and Weight. This will give you an average height and weight
for your character’s race and gender. You choose the height and
weight of your character but you cannot go below the minimum
size/weight or above the maximum for your characters size
category. See table Size Ranges to determine your minimum and
maximum. Most races are of Medium size and therefor have a
height range of 4-8 ft. tall and a weight range of between 60 and
500 lb.

14 | DARKENERGY ROLEPLAYING GAME


AVERAGE HEIGHT AND WEIGHT AVERAGE HEIGHT AND WEIGHT
RACE Average Height Average Weight RACE Average Height Average Weight
Cyclops, male 13 ft. 1 in. 2,200 lb. Cyno, male
Cyclops, female 9 ft. 2 in. 1,700 lb. Warg 7 ft. 2 in. 280 lb.
Dwarf, male 4 ft. 8 in. 230 lb. Canis 5 ft. 11 in. 220 lb.
Dwarf, female 4 ft. 2 in. 170 lb. Leetayo 4 ft. 5 in. 120 lb.
Elf, male 5 ft. 10 in. 180 lb. Jogal 5 ft. 4 in. 150 lb.
Elf, female 5 ft. 4 in. 110 lb. Cyno, female
Fairy, male Warg 6 ft. 0 in. 220 lb.
Gnome 1 ft. 6 in. 5 lb. Canis 5 ft. 5 in. 190 lb.
Leprechaun 1 ft. 11 in. 7 lb. Leetayo 4 ft. 1 in. 90 lb.
Pixie 1 ft. 4 in. 3 lb. Jogal 5 ft. 0 in. 120 lb.
Fairy, female Feloran, male .
Gnome 1 ft. 4 in. 4 lb. Asad 7 ft. 0 in. 350 lb.
Leprechaun 1 ft. 9 in. 6 lb. Jolbar 7 ft. 8 in. 400 lb.
Pixie 1 ft. 2 in. 2 lb. Miw 4 ft. 4 in. 100 lb.
Giant, male 15 ft. 8 in. 3,300 lb. Pardus 6 ft. 2 in. 210 lb.
Giant, female 13 ft. 4 in. 2,550 lb. Lynce 5 ft. 6 in. 180 lb.
Goblinoid, male Feloran, female
Bugbear 7 ft. 8 in. 325 lb. Asad 6 ft. 6 in. 240 lb.
Goblin 3 ft. 8 in. 55 lb. Jolbar 7 ft. 2 in. 310 lb.
Hobgoblin 6 ft. 2 in. 250 lb. Miw 4 ft. 0 in. 60 lb.
Kijimuna 2 ft. 10 in. 30 lb. Pardus 5 ft. 9 in. 180 lb.
Goblinoid, female Lynce 5 ft. 2 in. 150 lb.
Bugbear 7 ft. 4 in. 250 lb. Kobold, male 3 ft. 10 in. 60 lb.
Goblin 3 ft. 0 in. 45 lb. Kobold, female 3 ft. 4 in. 45 lb.
Hobgoblin 5 ft. 10 in. 175 lb. Orc, male 6 ft. 6 in. 250 lb.
Kijimuna 2 ft. 5 in. 25 lb. Orc, female 6 ft. 0 in. 190 lb.
Human, male 6 ft. 0 in. 200 lb. Troglodyte, male 6 ft. 2 in. 220 lb.
Human, female 5 ft. 4 in. 130 lb. Troglodyte, female 5 ft. 9 in. 190 lb.

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 TL 2 Variant


Each race has a base number of Hit Points to start with. These are In a Tech Level 2 setting, some races may have chosen some
combined with their Class Hit Points + Constitution Modifier to get technological enhancements. If you wish to play one of these races,
your total Hit Points (HP) at 1st level. you should work with your GM to decided on what enhancements
you may start with.

16 | DARKENERGY ROLEPLAYING GAME


CYCLOPES
The cyclopes are a race of one-eyed giants that are known for their legendary crafting abilities. While not actually elioud, legend tells
that the first mortal cyclops was crafted by the three celestial Cyclopean brothers, Arges, Brontes and Steropes to help them in the
forges of Mount Olympus. It is believed by many cyclopes that their Cyclopean Gods modeled their creation on the elioud and therefor
many cyclopes have a fondness for their giant ‘kin’. Despite their mainly neutral nature, cyclopes are known to craft weapons, armor
and even fortresses for the elioud and the evil nephilim.
Cyclopes also have a strong relationship with the elves as it was the
Cyclopean Gods who crafted many of the Olympian’s weapons, including
Zeus’s thunderbolts. One exception is the
most zealous cultists of elves that worship
Apollo still harbor a hatred for cyclopes for
the insult of Zeus using his thunderbolts to
kill Apollo’s sun Asclepius. Luckily the cyclopes
are few in number and so to are overly zealous
Cultists of Apollo, so conflicts are exceedingly
rare.
While cyclopes are generally peaceful giants,
some have developed a taste for human flesh.
Cyclopes have keen senses and are extremely
patient. Some individuals will go so far as to bait
adventurers with tales of treasure and then lie in wait
for human explorers to fall into their trap.
The largest population of cyclopes can be found
on the Cyclopean Isles on Gaea.

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 Augment Crafting Mastery


WISDOM
Your gain +2 on all Craft checks.
INTELLIGENCE
FREE

Ability Failing
CHARISMA
DEXTERITY

Cyclops Race Traits


COMMON: Crafting Mastery
Your have advantage on all Crafting checks.

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.

Life Near the Forge


You have resistance against fire damage the first time you take
damage of that type. This can be used once per short rest.

Identify Magical Object


You choose one object that you must touch. If it is a magic item
or some other magic-imbued object, you learn its properties and
how to use them, whether it requires attunement to use, and how
many charges it has, if any.

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.

18 | DARKENERGY ROLEPLAYING GAME


DWARVES
The dwarves or Svartalfar are an ancient race who legend says were carved from the bedrock of their homeworld of Svartalfheim.
Dwarves are as hard as steel and as unyielding as stone in the face of their enemies. They are stubborn, standing firm in the face of
even the greatest of foes. Dwarves are capable of taking all of the punishment that their enemies can dish out and more. They value
their ancestral traditions greatly, and will fight to the last to defend their ancestral homes. They are generally acknowledged to be the
greatest craftsman and builders of all the races.
Dwarves value their clan ties and ancestry greatly, and
deeply respect the clan elders. They honor the
long-dead founders of their clans and ancestral heroes,
and are proud of the achievements of their ancestors.
Dwarves greatly honor ancestral weaponry and armor,
treating such artifacts with great respect.
When a dwarf dies their bodies will slowly turn to stone
after several days. Called Dwarf Stone, it is nearly
unbreakable and a source of great pride among the
dwarves. The bodies of the Fallen are propped in a
standing position so that when their bodies harden they
appear as statues, ready for battle. The dwarves believe
that the Fallen will return to life to fight in beside their
gods during Ragnarok.
Dwarves are a pious race, seeking guidance from their
Æsir gods far more than any other. Dwarves look to the
divine for guidance, hope and inspiration in the toughest
of times. All dwarven communities have grand, stone
temples and all but a few dwarves are pious followers of
their gods.

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

20 | DARKENERGY ROLEPLAYING GAME


Dwarf Race Traits Thor’s Chosen
You have resistance against electrical damage the first time you

COMMON: Dwarven Resilience


take damage of that type. This can be used once per long rest.

You have advantage on saving throws against being poisoned,


and you have resistance against poison damage.
Naturally Warm
You have resistance against cold damage.

Dwarven Spell Impunity


You have advantage on saving throws against arcane spells,
Dwarven Constitution
and you have resistance against force and psychic damage. Your Hit Point maximum increases by 2, and it increases by 2
every time you gain a level.

Dwarven Polearms Mastery


When you take the Attack action and attack with only a glaive,
Runesmith
poleaxe or spear, you can use a bonus action to make a melee Your have advantage on all Craft: Runes checks.
attack with the opposite end of the weapon. The weapon’s
damage die for this attack is a d4, and the attack deals
bludgeoning damage. Dwarven Shield Block
• While you are wielding a glaive, poleaxe or spear, other
Reaction: While you have your shield raised, you would take
creatures provoke an opportunity attack from you when they
damage from a physical attack.
enter your reach.
Your shield prevents you from taking an amount of damage up to
the shield’s Hardness. You and the shield each take any remaining
Stonecunning damage, possibly breaking the shield.

Whenever you make an Intelligence (Knowledge) check related


to the origin of stonework, you are considered proficient in Runesmith Mastery
the skill and add double your proficiency bonus to the check,
instead of your normal proficiency bonus. Your gain +2 on all Craft: Runes checks.

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.

22 | DARKENERGY ROLEPLAYING GAME


Elf Traits & Appearance Wild Elf
Your elf character has a variety of natural abilities, the result of As their name suggests, Wild Elves are the most free-spirited and
thousands of years of elven refinement. Elves range from under 5 emotional of all the elves. They have no real governing body and
to over 6 feet tall and have slender builds. Their ears are about the are motived primarily by personal desires, seeming acting on a
same size as a human’s, but are pointed, like a leaf. Although elves whim.
reach physical maturity at about the same age as humans, the
elven understanding of adulthood goes beyond physical growth to ability auGMent
encompass worldly experience. An elf typically claims adulthood
and an adult name around the age of 100 and can live to be several
CHARISMA
thousand years old.

ability auGMent Shadow Elf


A Shadowed One was an elf that has been condemned for
DEXTERITY
practicing forbidden Blood Magic or other occult rituals, usually in
FREE an effort to obtain immortality and power.

ability failinG ability auGMent


CONSTITUTION *Choose High, Wood, or Wild then see Curse of Vampirism

Subraces TL 2 Variant: Synth-Elf


The three largest groups of elves are the High Elves in their capital, After the Shearing, a rare number of elves embraced human
The White City, on the continent of Hyperborea, Wood Elves deep technology and used it to enhance their own bodies through
in the forest glades of Arcadia, and the Wild Elves in the badlands cybernetic implants. The vast majority of elves look on in
of Luilekkerland. disgust at these so called ‘synth-elves’ and any elf with any
The last kindred of elves is not counted among those named modifications are generally shunned by other elves.
above, as they betrayed the elves under the banner of The Shadow
and turned to evil. They are called the Shadowed Ones and they
dwell in the Realm of Shadow that they were banished to long ago.
All elves share a burning hatred of the Shadowed Ones, but they
Languages
also pity them for their delusions of grandeur and the harshness You can speak, read, and write Common and Elvish.
of their prison world.
If your Intelligence is 14 or higher, choose one additional language
of your choice.
High Elf
trance
The High Elves are the most sophisticated and urban of all elves. Elves don’t need to sleep. Instead, they meditate deeply, remaining
Most live in large cities and spend their time practicing arcane semiconscious, for 4 hours a day. While meditating, you can dream
magic. They have the largest standing army and see themselves after a fashion; such dreams are actually mental exercises that
as the defenders of the Light. have become reflexive through years of practice.

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.

Wild Elf Magic


You have proficiency in the Perception and Survival skills.

Extra Language Prerequisite: Wild Elf


You learn the exotic magic of the netherworld. You learn one
You can speak, read, and write one extra language of your choice. occult cantrip of your choice. You also learn Misty Step, which you
can cast once without expending a spell slot. You regain the ability

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.

Exotic Weapon Mastery Elemental Spell Impunity


You are proficient with all exotic martial weapons. Prerequisite: Neutral Alignment
You have advantage on saving throws against elemental spells,

Elven Accuracy
and you have resistance against fire, cold and electrical damage.

You have uncanny aim. You gain the following benefits


Occult Spell Impunity
• Increase your Dexterity score by 1, to a maximum of 20
Prerequisite: Evil Alignment
• Whenever you have advantage on an attack roll, you can reroll
one of the dice once. You have advantage on saving throws against occult spells, and
you have resistance against necrotic damage.

Wood Elf Magic


Enchanted Tattoo Mastery
Prerequisite: Wood Elf
Your gain +2 on all Craft: Tattoo checks.
You learn the magic of the primeval woods. You learn one
elemental cantrip of your choice. You also learn Longstrider and
Pass Without Trace, 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. Wisdom is your spellcasting
ability for these spells.

24 | DARKENERGY ROLEPLAYING GAME


FAIRY
Fairies, or small folk, are tiny magical humanoids that
are drawn to mystical energy. Magic created them and
magic infuses them.
Fairies habitually live in tiny, reclusive villages in areas
with abundant magic. These areas of concentrated
magical energy are often the location of a Fairy Ring.
These enchanted glades are created by fairies and act
as a wellspring of life for fairy creatures.
The typical Fairy Ring sits in the center of a fairy village.
They are marked by a circular ring of mushrooms within a
forested area, but they also appear in grasslands or
wherever the magical energy is most abundant.
Some rare Fairy Rings are even made with
crystals. To outsiders, a Fairy Ring looks little
more than a ring of mushrooms that gives them
an eerie feeling, but to a fairy, it pulses with
magical energy.
Some Fairy Rings have been known to move.
As the flows of magic change, the fairies
move with them, abandoning the old ring
and building a new one where the magic
has settled. However, not all fairy
villages have a fairy ring. Some
communities are places of natural
beauty, or other curiosities of interest
that attracts the small folk.
Fairies have a deep connection with
magic and nature. They typically are
not the most devout followers but they
do tend worship trickster gods or nature deities.
Adventurers can never be too careful when
encountering one of the small folk. They are a
wild and cunning people.

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.

Leprechaun Natural Invisibility


Leprechauns are among the tallest fairies and live as loners who You may cast Invisibility on yourself at 2nd level without expending
travel across the land in search of excitement. They are identifiable a spell slot. You must complete a long rest before you can use this
by their red beards and preference for green or red jackets and feature again.
buckled hats.

ability auGMent Magical Attack


CHARISMA Your inherent magic pervades your entire being. All your Strikes
are magical, whether with unarmed attacks or weapons.

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

26 | DARKENERGY ROLEPLAYING GAME


GIANT
Simply called Giants by lesser creatures, the elioud are a ferocious race of enormous
beings. The elioud first came into existence shortly after the First Fall. When The
Fallen left Heaven and lusted after mortal women, the children produced where the
nephilim. The offspring of the nephilim were the first elioud.
These ‘giants’ were far larger than mortal creatures and they had inherited the cruelty
and savagery of their nephilim progenitors. They terrorized the mortal realms until
after the War in Heaven when the Creator caused a flood to
wash away the corruption of the nephilim and elioud. However, a group
of celestials called the Jotun rescued some of the nephilim and
elioud before the flood could wash them all away. The Jotun hid
the elioud and claimed them as their own. Some elioud were also
saved by an exceptionally evil group of Jotun known as the Muspell.
Since then the elioud have been faithful followers of the Jotun.
Due to the rivalry between the Jotun and Aesir, the elioud have a
deep hatred for dwarves.
Today, the majority of elioud live in remote villages scattered
across various worlds and mainly avoid other races,
preferring a solitary existence. The main exception to this
are the elioud on Svartalfheim that are in a state of
perpetual war with the dwarven empire.
Despite the Jotun’s protection, a few clans of elioud
have held to the worship of their nephilim parent.
These clans, like the Anakim, Rephaim and Daitya,
seek to aid their nephilim overlords in their devious
efforts to free The Fallen.

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.

Subraces Thick Skin


Giants can be divided into three groups based on their primary You have resistance against bludgeoning, slashing or piercing
allegiance. Frost Giants are those loyal to the Jotun. Fire Giants damage the first time you take damage of one of those types. This
follow the will of the Muspell. And Clan Giants worship a nephilim. can be used once per short rest.

Clan Giants Reckless


These elioud are zealous followers of their nephilim progenitor and At the start of your turn, you can gain advantage on all melee
will do whatever the nephilim commands without question. They weapon attack rolls during your turn, but attack rolls against you
are rare but can be found brining chaos and corruption whereever have advantage until the start of your next turn.
they go.

Ability Augment Pummel


FREE As a Bonus Action, your fists are natural weapons, which you can
use to make unarmed strikes if you are unarmed. They do 3d6 +

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.

Most elioud worship their Jotun saviors. They generally dwell in


cold regions where other races find too inhospitable. Elioud Spell Impunity
Ability Augment You have advantage on saving throws against all spells.

FREE

28 | DARKENERGY ROLEPLAYING GAME


GOBLINOIDS
Goblinoids are a family of related humanoid species. Most
goblinoids have an evil reputation and enjoy causing pain and
suffering, though their methods and motivation for doing so vary
Languages
between races. They are generally destructive and universally You can speak, read, and write Common and Goblin
despised by other races. When not enslaved by larger creatures, it
If your Intelligence is 14 or higher, choose one additional language
is common to find goblinoids of different species working together,
of your choice.
often led by the cunning and ambitious hobgoblins.
Goblinoids live a violent, tribal lifestyle with constant shifts in
power. They are not good at farming or hunting and gain most of
their food and materials by stealing. They are incapable of building
Proficiencies
strong structures and are usually driven out of easily accessible Weapon: Simple weapons
locations and forced to live in remote and abandoned places.
Armor: Medium
They are generally cowardly but a constant hunger drives them to
engage in raids to attain resources. Tools: None
The goblinoid species has no known
homeworld but can be found on many
worlds. Generally they
are unpopular with
other races
and live on
the fringes of other
civilizations.

Hit Points: Varies


Size: Varies
Speed: 30 ft.
aliGnMent
Goblinoids can fluctuate their alignment on a whim
but they delight in causing pain and misery.
They lean heavily toward evil but respect
tribal authority and are generally lawful when
kept in line by a strong warlord.

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.

Your goblinoid character has certain traits deriving from your


goblinoid ancestry. Though varied in form, all goblinoids have
Hit Points: 8
certain traits in common, notably sharply pointed ears, a shared
language, a lifestyle of hunting and raiding, and an aptitude at Size: Medium
stealth.
Goblins have naturally long arms and are usually less than four Ability Augment
feet in height. The gobs’ skin can range from dark green to sickly
yellow. They have small heads with wide noses, red eyes and large
WISDOM
pointed ears.
Hobgoblins have naturally thick muscles and average around Bugbear
seven feet tall. The hobs are known for their greenish grey skin,
yellow eyes, and large noses. Bugbears prefer a more solitary lifestyle than other goblinoids.
Bugbears are the largest and most vicious goblinoid. They are They do not get along with others and pick fights whenever
hairy brutes that were born for battle. possible. The promise of treasure and bloodshed are the only
means to get a bugbear to follow orders.
Kijimuna are very similar in appearance to goblins but are easily

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.

Subraces Hit Points: 4


The four most common species of goblinoids are the small goblins
and kijimuna, larger hobgoblins and the largest are the bugbears
Size: Small (+1 AC)
Ability Augment
Goblin CHARISMA
The ferocious goblin is the most common goblinoid. They form
the backbone of any goblinoid army. Goblins are not the most
intelligent creatures and are usually found taking orders from
Gremlin
larger hobgoblins. Tiny gremlins enjoying causing havoc, especially by tinkering with
technology and causing it to malfunction. They aren’t necessary
Hit Points: 4 any smarter than other goblinoids, but they do have a knack for
breaking things.

Size: Small (+1 AC) Hit Points: 1


Ability Augment
DEXTERITY
Size: Tiny (+2 AC)
Ability Augment
Hobgoblin DEXTERITY
Hobgoblins are often found lording over their cousins, the smaller
goblins and the ferocious bugbears. Hobgoblins have a long
history of training animals to service. They have a strong grasp of

30 | DARKENERGY ROLEPLAYING GAME


Goblinoid Race Traits Insult Artist
Insults are your pastime. You gain the cantrip vicious mockery.

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.

Saving Face Advanced Hearing


If you miss with an attack roll or fail an ability check or a saving You gain a +2 bonus on all Perception checks made to hear
throw, you can gain a bonus to the roll equal to the number of allies sounds. Additionally, you can hear noises that normally only dogs
you can see within 30 feet of you (maximum bonus of +5). Once or other animals can hear, like the sound of a dog whistle.
you use this trait, you can’t use it again until you finish a short or
long rest.
Bravado
Leadership Prerequisite: Goblin
When facing an enemy that’s larger than you are, if you have no
Prerequisite: Hobgoblin
allies in any adjacent squares, your posturing and swagger grant
For 1 minute, you can utter a special command or warning you a +1 bonus on attack rolls with melee weapons.
whenever a nonhostile creature that you can see within 30 feet
of you makes an attack roll or a saving throw. The creature can
add a d4 to its roll provided it can hear and understand you. A Escape Artist
creature can benefit from only one Leadership die at a time. This
effect ends if you are incapacitated. This can be used once per Prerequisite: Goblin, Kijimuna, or Gremlin
short or long rest. You can take the Disengage or Hide action as a bonus action on
each of your turns.
Bite
As a Bonus Action, your bite can be used as a melee weapon
Wolf Rider
attack. It does 2d4 + Strength modifier, piercing damage. Goblinoids have an amicable relationship with wolves, whom they
ride into battle. You have proficiency in the Animal Handling skill.
Claw
As a Bonus Action, your claws are natural weapons, which you can
Sabotage
use to make unarmed strikes if you are unarmed. They do 1d4 + Prerequisite: Gremlin
Strength modifier, slashing damage.
You have proficiency in the Disable Device skill. If a class or
background feat also grants proficiency with the Disable Device
skill, this trait grants +2 instead.

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’.

32 | DARKENERGY ROLEPLAYING GAME


Human Traits & Appearance Longarm Proficiency (TL 1)
It’s hard to generalize about humans, but your human character You gain firearms proficiency with all longarms and can use them
has these traits. Humans reach adulthood in their late teens and without penalty.
live less than a century. Humans vary widely in height and build,
from barely 5 feet to well over 6 feet tall.
In The Zone
ability auGMent Once a day, you can be in “The Zone” for one minute during which
2 FREE time you have advantage on all rolls.

Human Race Traits Enchanted Tattoo Artist


You have advantage on all Craft: Tattoo checks.

COMMON: General Education


Your human adaptability manifests in your mastery of a range of
Gun Nut
useful abilities. You gain a General Feat. Your gain +2 on all firearms attack rolls.
Special: You can select this trait multiple times, choosing a
different feat each time.

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.

Sidearm Proficiency (TL 1)


You gain firearms proficiency with all sidearms and can use them
without penalty.

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!

Hit Points: Varies


Size: Varies
Speed: 30 ft.
aliGnMent
Kefali tend toward one extreme or another. Those that
adhere to law and order are known as followers of Ma’at.
While those who delight in chaos are the Isfet.

Kefali Traits & Appearance


It’s hard to generalize about kefali, but your kefali character has
these traits. Kefali reach adulthood in their late teens and live
less than a century. Kefali species vary widely in height and build,
from barely a foot tall to well over 15 feet tall. TL 2 Variant: Augmented Kefali
After the Shearing, the kefali were exposed to the alien human
technology. Some Houses quickly saw the advantage of such
devices and began experimenting on upgrading themselves
with magically supplemented servo-limbs and advanced
weaponry. These ‘augmented kefali’ are still rare but their
numbers are rapidly growing.

34 | DARKENERGY ROLEPLAYING GAME


Kefali Race Traits Prowler
Perquisite: Feloran

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.

Perquisite: Bite, Claw


As a Bonus Action, you make three attacks, one bite attack and
two claw attacks.

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.

Proficiencies Size: Medium


Weapon: Scimitar
Armor: Heavy, Shields
Ability Augment
Tools: Your choice: gaming set, evidence kit, or smith’s tools.
WISDOM

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.

Warg Hit Points: 6


House Warg are the biggest and most ferocious Cynocephali. They Size: Medium
claim their lineage from the mighty wolf. Most of the ruling class
is made up of Wargs. Ability Augment
Hit Points: 10 DEXTERITY

Size: Medium
Ability Augment
STRENGTH

36 | DARKENERGY ROLEPLAYING GAME


FELORAN
Jolbar
House Jolbar is a powerful family of Feloran that claim their
lineage from the mighty tiger.
The Feloran are a powerful race of cat-like Kefali. The Pharaoh
rules all of the Pride Lands from the golden city of Thinis.
Hit Points: 12
Ability Augment
DEXTERITY Size: Medium
FREE Ability Augment
Ability Failing CONSTITUTION
CHARISMA

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.

38 | DARKENERGY ROLEPLAYING GAME


Kobold Traits & Appearance Dragon Kin
Your kobold character’s scaly skin can range from dark rusty You have a set of batlike wings, granting you a flying speed of
brown to a rusty black color. Your heads resemble that of a dog 30 feet. Your wings can carry you no higher than 30 feet above
with a crocodile mouth. Small horns protrude from your skull and any solid or liquid surface, and you cannot fly in Medium or Heavy
line your jaw. Kobolds have glowing red eyes and a nonprehensile armor.
tail. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.
Kobolds mature quickly, reaching adulthood around age 2. They
age noticeably faster and can live well over 100 years.
Crafter
Your gain proficiency in one crafting skill of your choice.
ability auGMent
WISDOM Surprise Attack
INTELLIGENCE If you surprise a creature and hit it with an attack during the first
FREE round of combat, the target takes an extra 1d6 damage from the
attack. You can use this trait only once per combat.
ability failinG This damage increases to 2d6 at 5th level, 3d6 at 11th level, and
4d6 at 17th level.
STRENGTH

Kobold Race Traits


COMMON: Pack Tactics
You have advantage on an attack roll against a creature if at least
one of your allies is within 5 feet of the creature and the ally isn’t
incapacitated..

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,

40 | DARKENERGY ROLEPLAYING GAME


Orc is a harsh language that closely mirrors ancient Japanese. If
Orc Traits & Appearance your Intelligence is 14 or higher, choose one additional language
of your choice.
Your orc character has certain traits deriving from your orc

Orc Race Traits


ancestry. Orcs have naturally thick muscles and can be anywhere
from five to seven feet tall. The orcs are known for their green skin,
red eyes, course black hair and large tusks that protrude up from
their lower jaws.
Orcs mature faster than humans, reaching adulthood around age COMMON: Menacing
10. They age noticeably faster and rarely live longer than 75 years.
You gain proficiency and an additional +2 in the Intimidation skill.
ability auGMent
STRENGTH Relentless Endurance
FREE When you are reduced to 0 hit points but not killed outright, you
can drop to 1 hit point instead. You can’t use this feature again
ability failinG until you finish a long rest.
CHARISMA
Savage Attacks
Subraces When you score a critical hit with a melee weapon attack, you can
roll one of the weapon’s damage dice one additional time and add
There are three tribes of orc. The vast majority are green orcs and it to the extra damage of the critical hit.
as their name suggests, have green skin. Red orcs are the largest
type of orc due to their demonic heritage and mysterious black
orcs are the dark sorcerers of orc society. Fearless
Green Tribes
You receive a +2 bonus to saving throws against fear effects.

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.

42 | DARKENERGY ROLEPLAYING GAME


Hit Points: 6 Troglodyte Race Traits
Size: Medium COMMON: Chameleon Skin
You have advantage on Dexterity (Stealth) checks made to hide.

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

Troglodyte Traits & Appearance


two claw attacks.

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

44 | DARKENERGY ROLEPLAYING GAME


must have a class feature or feat that grants you a companion or
familiar to use these rules.
Archetypes gives you thematic options that allow you to further
Ability Augments
customize your character’s abilities. Though these rules are not This section specifies your key ability. This is the ability score that
recommended for beginners, the archetypes in this book allow you a member of your class cares about the most. Many of your most
to gain abilities from other classes starting at 2nd level. useful and powerful abilities are tied to this ability in some way.
Most classes are associated with one key ability score, but some

Reading Class Entries


allow you to choose from two options. For instance, if you’re a
warrior, you can choose either Strength or Dexterity as your key
ability. A fighter who chooses Strength will excel in hand-to-hand
Every class entry includes information about typical members combat, while those who choose Dexterity prefer ranged or finesse
of the class. Each class provides your character with an ability weapons.
boost to a key ability score; a number of Hit Points they receive at
each level; proficiency ranks for various abilities, equipment, and When you choose your character’s class, they gain an ability
skills; special abilities from their class features; and more. Your augment to their key ability score, increasing that ability score by
character’s class entry also provides the information needed when +2.
they gain levels, so it will be a vital reference throughout the course Additionally, when you choose your character’s class, they
of your campaign. gain four ability augments to the ability scores of their choice,
Just as your character’s race plays a key role in expressing their increasing each ability score by +2, unless the score is already 18
identity and worldview, their class indicates the training they have or higher, then the score increases by +1.
and will improve upon as an adventurer.
Choosing your character’s class is perhaps the most important
decision you will make for them. Groups of players often create
Proficiencies
characters whose skills and abilities complement each other When you choose your character’s class, they gain a set of initial
mechanically—for example, ensuring your party includes a healer, proficiencies. Proficiencies measure your character’s ability to
a combat-oriented character, a stealthy character, and someone perform tasks, use abilities, and succeed at checks.
with command over magic—so you may wish to discuss options
Characters have a proficiency bonus determined by level. The
with your group before deciding.
bonus is used in the rules on ability checks, saving throws, and
attack rolls.

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.

Ability Score Improvement


At 5th level and every 5 levels thereafter, your character boosts four
different ability scores. Your character can use these ability score
improvements to increase their ability scores above 18. Improving

46 | DARKENERGY ROLEPLAYING GAME


BERSERKER
More than your average warrior, you are a mighty Berserker.
When in the heat of combat, you enter a trance-like rage. You are
intoxicated by the adrenaline that flows through your veins during
a fight and seek out this rush like an addict. Your unbridled rage
carries you through battle like a tornado of death. You scoff at
the weaklings in their armor. You need no such protection. All you
need is a weapon in your hand and perhaps a sturdy shield on your
arm. Nothing can stand before you. You are a Berserker.

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP.

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.

48 | DARKENERGY ROLEPLAYING GAME


Extra Attack 5th fortress on the battlefield and protect their allies. The only thing
stronger than their defense is their will.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Shield Mastery 3rd
Fast Movement 5th At 3rd level, when you use a shield and no armor, you gain a bonus
of +1 to AC.
Starting at 5th level, your speed increases by 10 feet while you
aren’t wearing heavy armor. Shield Bash 3rd
Weapon Focus 6th At 3rd level, when you choose this path, your shield is considered
an offhand weapon to you. The damage dice for this weapon is
At 6th level, choose a specific weapon. You can choose unarmed 1d4, and it deals bludgeoning damage. This increases to 1d8 when
strike or grapple for your weapon. You gain a +1 bonus to all attack you reach 10th level
rolls you make using the selected weapon.
Strength and Perseverance 6th
Feral Instinct 7th The strength of a warlord’s will is that of legend. When you reach
By 7th level, your instincts are so honed that you have advantage 6th level, you gain proficiency in Wisdom saving throws.
on initiative rolls.
Additionally, you cannot be charmed or frightened, as your
Additionally, if you are surprised at the beginning of combat and conviction to your cause is truly unshakable.
aren’t incapacitated, you can act normally on your first turn, but
only if you enter your rage before doing anything else on that turn. Ramming Charge 10th
Brutal Critical 9th At 10th level, as part of your movement action, if you come within
5 ft. of a creature you can choose to begin pushing it with your
Beginning at 9th level, you can roll one additional weapon damage shield. When you do this, you move in a straight line along with
die when determining the extra damage for a critical hit with a your target for up to the remainder of your movement, at the end
melee attack. of which you can choose to drop your target in any open space
This increases to two additional dice at 13th level and three within 5 ft. of you. If you attempt to push your target into a wall or
additional dice at 17th level. similar impassable terrain, you can attempt to grapple it against
the surface as a bonus action.
Relentless Rage 11th The Rock 14th
Starting at 11th level, your rage can keep you fighting despite
grievous wounds. If you drop to 0 hit points while you’re raging At 14th level you become a powerful defender, and can use your
and don’t die outright, you can make a DC 10 Constitution saving shield to deflect attacks one would not think possible. When you
throw. If you succeed, you drop to 1 hit point instead. are wielding a shield and a creature you can see attacks you, or a
target other than you that is within 5 feet of you, you can use your
Each time you use this feature after the first, the DC increases by 5. reaction to impose disadvantage on the attack roll.
When you finish a short or long rest, the DC resets to 10.
Additionally, when you are wielding a shield and you are targeted
Persistent Rage 15th by a successful attack, or fail a Dexterity saving throw to avoid
a damaging effect, you can use your reaction to negate any
Beginning at 15th level, your rage is so fierce that it ends early only and all damage you would take. This effect can also be applied
if you fall unconscious or if you choose to end it. simultaneously to another creature within 5 ft. of you.
You have three uses of this feature. All uses are regained after
Indomitable Might 18th taking a long rest.
Beginning at 18th level, if your total for a Strength check is less

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.

Shamanic Spirit 3rd


Primal Paths Upon taking the Path of the Shaman you gain one use of “Wild
Shape” (See Druid Abilities) Once per short or long rest.

Warlord Spellcasting 3rd


Warlords are those who have risen to their positions by their own When you reach 3rd level you gain the ability to cast spells from
determination, and traditionally they carry a sword and shield. the Elemental spell list.
These warriors can use their fury to become an impenetrable

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 - - -

Urban Legend (TL 1)


7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - - Berserkers that follow the Urban path have mastered combat in an
10th 3 7 4 3 - - urban environment and can survive (and even thrive) in everything
11th 3 8 4 3 - - from a bustling metropolis to the ruins of civilization.
12th 3 8 4 3 2 -
13th 3 9 4 3 2 -
Boomstick Knowhow 3rd
14th 3 10 4 3 2 - At 3rd level, you gain proficiency with sidearms and longarms.
While raging, you can use Strength, instead of Dexterity, for your
15th 3 10 4 3 2 -
ranged attack rolls when you make them within at least 10 feet
16th 3 11 4 3 3 - of the target, as you fire from the hip with no regard for finesse
17th 3 11 4 3 3 - or aiming, pointing at something and shooting until it dies. Also,
18th 3 11 4 3 3 1 you cannot get disadvantage on ranged attack rolls when another
hostile creature is within 5 feet of you while raging.
19th 3 12 4 3 3 1
Additionally, while raging, you can fire out a stream of projectiles in
20th 3 13 4 3 3 2
your bloodlust. When you take the attack action on your turn with
a ranged weapon, you can use your bonus action to make a ranged
Spells known of 1st-level and Higher attack roll at a creature within 5 feet of you.
You know three 1st-level Elemental spells of your choice.
Urban Survival 3rd
Spellcasting Ability 3rd At 3rd level, you gain a +4 bonus on Survival checks in urban areas,
which includes the ability to follow tracks, hunt feral animals, find
Wisdom is your spellcasting ability for your Elemental spells,
(or lose) individuals in an urban maze, find safe places to crash,
since your magic is drawn from the land around you. You use your
and avoid hazards peculiar to a city environment.
Wisdom whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the saving
throw DC for an Elemental spell you cast and when making an Rage Loading 6th
attack roll with one. At 6th level, your rage fuels your barrage, and the ammo count
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier of your weapons cannot stop you. While raging, you ignore the
loading property for ranged weapons you are proficient in.
Spell attack modifier = your proficiency bonus + your Wisdom
modifier
Improvised Weapons 6th
Ritual Casting 3rd At 6th level, you become an expert at using improvised weapons.
You do not take a -4 penalty on attack rolls when wielding an
You can cast an Elemental spell you know as a ritual if that spell improvised weapon.
has the ritual tag.

Split Mind 3rd Loose Cannon 10th


When you reach 10th level, when you take damage, you can use
At 3rd level, when you adopt this path, you gain the ability to your reaction to fire your weapons wildly at creatures as a reaction
continue your concentration on a spell even when you enter a rage. to taking damage. Any creatures of your choosing within 10 feet
Additionally, while raging, you gain advantage on Constitution of you that you can see must succeed a Dexterity saving throw.
saving throws made to maintain concentration due to damage The DC of this save is equal to 8 + your proficiency bonus + your
while raging. Dexterity modifier. On a failed save, they take damage equal to d10
+ your berserker level. The damage is the same type as the ranged
Raging Cantrips 6th weapon you used. On a successful save, they take half damage.
Starting at 6th level, you gain a familiarity with your Elemental
cantrips that allows you to cast them even while raging. Unless Rage Shot 14th
the cantrips include an attack, your rage may still end early. At 14th level, while raging, you can use Strength, instead of
Dexterity, for your ranged attack rolls when you make them within
Shamanistic Fury 10th 15 feet of a target. Additionally, while raging, you can take a special
Beginning at 10th level, you gain a bonus to the damage rolls of action that allows you to fire your ranged weapon at any creature
any spell that deals damage. This bonus damage increases as you within 10 feet of you that you can see. On a hit, deal damage as
normal and the creature is pushed back 5 feet.

50 | DARKENERGY ROLEPLAYING GAME


DISCIPLE
You are a conduit of divine power. Sometimes
called a priest, cleric, or pastor, you have answered
the call and become a Disciple. You are the mortal
instrument of your deity’s divine Will. Your spells
can bring healing and protection or death and
destruction. Devout followers receive the blessing
of their gods and you will reap those rewards.
You bring the word of your deity everywhere
you go and you present your holy symbol to strike
fear in the hearts of your foes. Blessed is your calling
and you go forth with righteous fervor.

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can

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

52 | DARKENERGY ROLEPLAYING GAME


grants you additional ways to use Channel Divinity when you gain
that feature at 2nd level, and additional benefits at 6th, 8th, and
Destroy Unholy 5th
17th levels. Starting at 5th level, when a fiend or undead fails its saving
throw against your Turn Unholy feature, the creature is instantly
As a Disciple you must choose a pantheon and deity to worship.
destroyed if its challenge rating is at or below a certain threshold,
You can find a list of possible pantheons and deities on pages
as shown in the Destroy Unholy table.
127-134.

Skill Proficiency 2nd Disciple Level


DESTROY UNHOLY
Unholy Creature CR
At 2nd level and every even-level after, you can choose to become 5th 1/2 or lower
proficient in a new skill or increase your proficiency in a current
skill by +1. 8th 1 or lower
11th 2 or lower
Channel Divinity 2nd 14th 3 or lower
At 2nd level, you gain the ability to channel divine energy directly 17th 4 or lower
from your deity, using that energy to fuel magical effects. You start
with two such effects: Turn Undead and an effect determined by
your domain. Some domains grant you additional effects as you Divine Intervention 10th
advance in levels, as noted in the domain description.
Beginning at 10th level, you can call on your deity to intervene on
When you use your Channel Divinity, you choose which effect your behalf when your need is great.
to create. You must then finish a short or long rest to use your
Imploring your deity’s aid requires you to use your action.
Channel Divinity again.
Describe the assistance you seek, and roll percentile dice. If you
Some Channel Divinity effects require saving throws. When you roll a number equal to or lower than your Disciple level, your deity
use such an effect from this class, the DC equals your spell save intervenes. The GM chooses the nature of the intervention; the
DC. effect of any Disciple spell would be appropriate.
Beginning at 6th level, you can use your Channel Divinity twice If your deity intervenes, you can’t use this feature again for 7 days.
between rests, and beginning at 18th level, you can use it three Otherwise, you can use it again after you finish a long rest.
times between rests. When you finish a short or long rest, you
At 20th level, your call for intervention succeeds automatically, no
regain your expended uses.
roll required.
Channel Divinity: Turn Unholy 2nd
As an action, you present your holy symbol and speak a prayer
censuring fiends and undead. Each unholy creature that can see or
Domains
hear you within 30 feet of you must make a Wisdom saving throw.
If the creature fails its saving throw, it is Turned for 1 minute or
until it takes any damage.
Light Domain
A Turned creature must spend its turns trying to move as far away The Light domain focuses on the vibrant positive energy—one of
from you as it can, and it can’t willingly move to a space within 30 the fundamental forces of the universe—that sustains all life. The
feet of you. It also can’t take reactions. For its action, it can use gods of life promote vitality and health through healing the sick and
only the Dash action or try to escape from an effect that prevents wounded, caring for those in need, and driving away the forces of
it from moving. If there’s nowhere to move, the creature can use death and undeath. Almost any non-evil deity can claim influence
the Dodge action. over this domain, particularly agricultural deities, sun gods, gods
of healing or endurance, and gods of home and community.
General Feat 3rd
Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
War Priest 1st
you can choose any General Feat as long as you qualify for it. When you choose this domain at 1st level, you gain proficiency
with heavy armor.
Ability Score Improvement 5th
When you reach 5th level, and again at 10th, 15th, and 20th level,
Disciple of Life 1st
you can increase one ability score of your choice by 2, or you can Also starting at 1st level, your healing spells are more effective.
increase two ability scores by 1. Your character can only improve Whenever you use a spell of 1st level or higher to restore hit points
an ability score by 1 if it’s already 18 or above, or by 2 if it starts to a creature, the creature regains additional hit points equal to 2
out below 18. + the spell’s level.

Race Traits 5th Channel Divinity: Preserve Life 2nd


In addition to the initial race traits you started with, you gain a race Starting at 2nd level, you can use your Channel Divinity to heal the
trait at 5th, 9th, 13th, and 17th level. The list of race traits available badly injured.
to you can be found in your race’s entry. As an action, you present your holy symbol and evoke healing
energy that can restore a number of hit points equal to five times
your Disciple level. Choose any creatures within 30 feet of you,

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.

Divine Strike 8th Sight of the Void 6th


Also starting at 6th level, you gain darkvision with a range of 60
At 8th level, you gain the ability to infuse your weapon strikes with feet if you don’t have it already. (Or an additional 30 feet if you
divine energy. Once on each of your turns when you hit a creature already have darkvision.)
with a weapon attack, you can cause the attack to deal an extra
1d8 radiant damage to the target. When you reach 14th level, the
extra damage increases to 2d8. Divine Strike 8th
Starting at 8th level, you have learned to infuse your attacks with
Supreme Healing 17th sacred power. Once on each of your turns, if you strike a creature
with a weapon attack, you may choose to cause that weapon
Starting at 17th level, when you would normally roll one or more attack to deal an additional 1d8 force damage. This extra damage
dice to restore hit points with a spell, you instead use the highest increases to 2d8 force damage by 14th level.
number possible for each die. For example, instead of restoring
2d6 hit points to a creature, you restore 12.
Crown of the Void 17th
At 17th level, you become a nexus between the multiverse and the
Veil Domain Void. While in an area of dim light or darkness, you may use your
action to become invisible and remain so until you enter an area
There are many clerics that stand for something. These holy men of bright light, attack, or cast a spell. Additionally, when casting
and women often choose to champion the might of their god counterspell, you have advantage on the ability check made to
by destroying the wicked with the power of Light or seek power cast the spell.
through darkness.

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.

54 | DARKENERGY ROLEPLAYING GAME


Dark Disciples and Undead 1st 3d6 + your Disciple level on a failed saving throw, and half as much
damage on a successful one. A creature that has total cover from
A dark Disciple has an evil allegiance and channels negative you is not affected.
energy to rebuke (awe) or command (control) undead, instead of
turning or destroying them. A dark Disciple makes the equivalent
of a turning check. Creatures that would be turned are rebuked
Demented Strike 6th
instead, and those that would be destroyed are commanded. At 6th level, you gain the ability to infuse your weapon strikes
with necrotic energy. Once on each of your turns when you hit a
Channel Divinity: Rebuke Unholy 2nd creature with a weapon attack, you can cause the attack to deal
an extra 1d8 damage of the same type dealt by the weapon to the
As an action, you present your holy symbol and speak a prayer target. When you reach 14th level, the extra damage increases to
censuring fiends and undead. Each creature that can see or hear 2d8.
you within 30 feet of you must make a Wisdom saving throw. If the
creature fails its saving throw, it is Rebuked and cowers in awe for
1 minute or until it takes any damage.
Shadow Step 8th
At 8th level, your attunement with the realm of shadows gives you
Dispel Turning 2nd the ability to step from one shadow to the next. When you are in
dim light or darkness, as a bonus action you can teleport up to 60
A dark Disciple may dispel the turning effect of a good Disciple. To feet to an unoccupied space you can see that is also in dim light
do so, the dark Disciple makes a turning check as if attempting to or darkness.
rebuke. If the turning check result is equal to or greater than the
turning check result that the good Disciple scored when turning
them, then the creatures are no longer turned. The dark Disciple
Master of Darkness 17th
rolls turning damage to see how many Hit Dice worth of creatures At 17th level, you gain Maximize Spell. You learn to cast some of
you can affect in this way. your spells to maximum effect. All variable, numeric effects of a
maximized spell automatically achieve their maximum values. A
Bolster Undead 2nd maximized spell deals the most possible points of damage, affects
the maximum number of targets, and so forth, as appropriate.
A dark Disciple may bolster creatures against turning effects in Saving throws and opposed checks are not affected. Spells
advance. You make a turning check as if attempting to rebuke without random variables are not affected.
them, but the Hit Dice result becomes the creatures’ effective Hit
When a maximized spell is prepared, it is treated as a spell of three
Dice as far as turning is concerned (provided the result is higher
levels higher than the spell’s actual level.
than the creatures’ normal Hit Dice). This bolstering lasts for 10
rounds.

Combat Casting 2nd


At 2nd level, you become adept at casting spells during combat.
You get a +4 bonus on Concentration checks made to cast a spell
while on the defensive

Command Unholy 5th


Starting at 5th level, when a fiend or undead fails its saving
throw against your Rebuke Unholy feature, the creature becomes
commanded and falls under the mental control of the Disciple, if
its challenge rating is at or below a certain threshold, as shown in
the Command Unholy table.

COMMAND THE UNHOLY


Disciple Level Unholy Creature CR
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Channel Divinity: Nightmare 6th


Starting at 6th level, you can use your Channel Divinity to harness
the bridge between life and death, banishing light and dealing
psychic damage to your foes. As an action, you present your holy
symbol, and any magical light within 30 feet of you is dispelled.
Additionally, each hostile creature within 30 feet of you must make
a Wisdom saving throw. A creature takes psychic damage equal to

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.

56 | DARKENERGY ROLEPLAYING GAME


DRUID
Level Proficiency Feats Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus Known
1st +2 Background, Racial Trait, Spellcasting, Heroic Action, 2 2 - - - - - - - -
Familiar
2nd +2 Skill Prof, Wild Shape, Druidic Essence 2 3 - - - - - - - -
3rd +2 General Feat 2 4 2 - - - - - - -
4th +2 Skill Prof, Wild Shape Improvement, 3 4 3 - - - - - - -
5th +3 Racial Trait, Ability Score Improvement 3 4 3 2 - - - - - -
6th +3 Skill Prof, Druidic Essence Feature 3 4 3 3 - - - - - -
7th +3 General Feat 3 4 3 3 1 - - - - -
8th +3 Skill Prof, Wild Shape Improvement, 3 4 3 3 2 - - - - -
9th +4 Racial Trait 3 4 3 3 3 1 - - - -
10th +4 Skill Prof, Ability Score Improvement, Druidic Essence 4 4 3 3 3 2 - - - -
Feature, Heroic Action
11th +4 General Feat 4 4 3 3 3 2 1 - - -
12th +4 Skill Prof 4 4 3 3 3 2 1 - - -
13th +5 Racial Trait 4 4 3 3 3 2 1 1 - -
14th +5 Skill Prof, Druidic Essence Feature 4 4 3 3 3 2 1 1 - -
15th +5 General Feat, Ability Score Improvement 4 4 3 3 3 2 1 1 1 -
16th +5 Skill Prof 4 4 3 3 3 2 1 1 1 -
17th +6 Racial Trait 4 4 3 3 3 2 1 1 1 1
18th +6 Skill Prof, Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 General Feat 4 4 3 3 3 3 2 1 1 1
20th +6 Skill Prof, Ability Score Improvement, Archdruid, 4 4 3 3 3 3 2 2 1 1
Heroic Action

heroic action 1st sPellcastinG 1st


Starting at 1st level, and again at 10th and 20th level, you gain a Drawing on the divine essence of nature itself, you can cast spells
Heroic Action that can only be used once. The Heroic Action can to shape that essence to your will.
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP. cantriPs 1st
The GM can also award extra Heroic Actions for heroic deeds or At 1st level, you know two cantrips of your choice from the
any other reason they see fit. elemental spell list. You learn additional elemental cantrips of your
choice at higher levels, as shown in the Cantrips Known column of
tree walker 1st the Druid table.
You gain the ability to enter a tree and move from inside it to inside
another tree of the same kind within 500 feet. Both trees must be PreParinG anD castinG sPells 1st
living and at least the same size as you. You must use 5 feet of The Druid table shows how many spell slots you have to cast your
movement to enter a tree. You instantly know the location of all spells of 1st level and higher. To cast one of these druid spells,
other trees of the same kind within 500 feet and, as part of the you must expend a slot of the spell’s level or higher. You regain all
move used to enter the tree, can either pass into one of those expended spell slots when you finish a long rest.
trees or step out of the tree you’re in. You appear in a spot of your
choice within 5 feet of the destination tree, using another 5 feet of You prepare the list of elemental spells that are available for
movement. If you have no movement left, you appear within 5 feet you to cast, choosing from the elemental spell list. When you do
of the tree you entered. so, choose a number of elemental spells equal to your Wisdom
modifier + your druid level (minimum of one spell). The spells must
You can use this transportation ability once per round for the be of a level for which you have spell slots.
duration. You must end each turn outside a tree.
For example, if you are a 3rd level druid, you have four 1st level
and two 2nd level spell slots. With a Wisdom of 16, your list of
DruiDic 1st prepared spells can include six spells of 1st or 2nd level, in any
You know Druidic, the secret language of druids. You can speak combination. If you prepare the 1st level spell cure wounds, you
the language and use it to leave hidden messages. You and others can cast it using a 1st level or 2nd level slot. Casting the spell
who know this language automatically spot such a message. doesn’t remove it from your list of prepared spells.
Others spot the message’s presence with a successful DC 15 You can also change your list of prepared spells when you finish a
Wisdom (Perception) check but can’t decipher it without magic. long rest. Preparing a new list of druid spells requires time spent
in prayer and meditation: at least 1 minute per spell level for each
spell on your list.

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.

58 | DARKENERGY ROLEPLAYING GAME


somatic and verbal components of an elemental spell while in a
beast shape, but you aren’t able to provide material components.
Greater Wild Shape 6th
At 6th level, you can transform into any beast with a CR equal to or
Archdruid 20th less than your druid level divided by 3 (round down).

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.

60 | DARKENERGY ROLEPLAYING GAME


Mutation Master 6th a corpse. They are more adept at following commands, but will
break apart after one damage is dealt to them. This ability cannot
Starting at 6th level, you can have two mutations active at any be used again until the previous servant has been destroyed.
given time. This changes to 3 mutations at 10th level, 4 at 14th
level and 5 at 18th level. Become one with Decay 10th
Also at 6th level, you can use the Alter Shape three times before At 10th level your very body becomes aligned with the processes
finishing a short or long rest. This also changes to 4 times at 10th of decay, causing any damage dealt by you to become necrotic
level, 6 times at 14th level and 7 times at 18th level. damage. You become resistant to necrotic damage. Dealing
fatal melee damage to living opponents triggers Refreshing Rot
Stronger Corrosion 10th as though it were a cantrip. As an additional bonus, you may use
Starting at 10th level, the damage die of your unarmed strikes Blight as a 4th level spell once per day without using a spell slot,
increases by 1 size. A d4 becomes a d6. A d6 becomes a d8 and so if this is used to deal fatal damage to an opponent, and triggers
on. This mutation doesn’t count against the maximum amount of Refreshing Rot, and Double any Hit Points Gained in this way.
mutations. This increases again on 18th level.
Aura of Spores 14th
Monstrous Forms 14th At 14th level you begin to exude a miasma of spores, the spores
At 14th level, you have learned to alter the physical form of your amplify Necrotic damage within their range (20 foot radius from
allies in subtle ways. You can cast the Enhance Ability spell you). If an enemy is dealt necrotic damage 5 hit points of damage
as if it were a cantrip (refer to the players guide for details on are added to the damage total.
Concentration).

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.

Circle Spells 2nd


Your connection to the forces of death and decay grants you
additional spells. You gain access to the Occult spell list.

Refreshing Rot 2nd


At 2nd level, you gain the ability to channel the energy created at
a living creature’s death to heal themselves or allies. This means
that when you deal lethal damage to a creature with a spell, they
channel hit points equal to twice that spells level (Cantrips count
as 0th level). This is applied as temporary Hit Points to either their
own Hit Point total, or the Hit Point total of an ally within 60 ft.
At higher levels. Up the amount of energy channeled is increased.
+1 HP at 6th level, +2 at 10th level, +3 at 14th level, and +4 at 18th
level.

Fungal Growth 2nd


At 2nd level you gain the ability to speed the growth of all manner
of fungi, and can infect an enemy with a draining fungus. By using
a bonus action at touch range you can implant the spores on the
skin of your opponent. After one round the fungus sprouts. It deals
1 hit point of damage per round for 10 rounds.
At higher levels. At 6th level it becomes 2, at 10th level it becomes
3, at 14th level it becomes 4, and at 18th level it becomes 5.

Rot and Growth 6th


At 6th level you gain the ability to channel the energies of life and
death to create a servant. You may choose either Rot, or Growth.
If rot is chosen you gain the ability to use vines and beetles to
animate a corpse. The effect is similar to the spell Animate Dead,
and as such the ‘zombie’ will follow only basic orders however the
‘zombie’ will break apart after it preforms three attacks. If Growth
is chosen you gain the ability to grow a fungal being. This requires

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.

heroic action 1st


Class Features Starting at 1st level, and again at 10th and 20th level, you gain a
As an Engineer, you gain the following class features. Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP.
Hit Points The GM can also award extra Heroic Actions for heroic deeds or
any other reason they see fit.
8 + your Constitution modifier
Increase your maximum number of HP by this number at 1st level Portable work table 1st
and every Engineer level thereafter.
At 1st level, you can craft non-magical items twice as quickly, and
can use rests during adventuring time to make progress in crafting

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.

62 | DARKENERGY ROLEPLAYING GAME


you can choose any General Feat as long as you qualify for it.
ENGINEER
Level Proficiency
Bonus
Feats
ProGraM 3rD
1st +2 Background, Racial Trait, Heroic Action, At 3rd level, you choose a specialty that you wish to master,
Portable Work Table, Turrets Artificer, BattleTech Gadgeteer, or Flesh Mechanic all detailed at
2nd +2 Skill Prof,
the end of the class description. Your program choice grants you
features at 3rd level and then again at 7th, 10th, 15th, and 18th
3rd +2 General Feat, Program Feature level.
4th +2 Skill Prof, Healing Turret
5th +3 Racial Trait, Extra Attack, Ability Score healinG turret 4th
Improvement
At 4th level, you can create Healing Turrets A pulsing aura of
6th +3 Skill Prof restorative energy centered on the turret with a radius of 15 ft.
7th +3 General Feat, Program Feature Allied creatures that start their turn within the aura are healed an
8th +3 Skill Prof, Second Turret amount equal to your Int modifier.
9th +4 Racial Trait Creating a Healing Turret costs 15 Bu per Engineer Level and takes
10th +4 Skill Prof, Program Feature, Ability Score 4 hours to complete.
Improvement, Heroic Action Repairing it requires a DC 15 Repair (Mechanic’s Tools) check, and
11th +4 General Feat half the money and time it takes to build it.
12th +4 Skill Prof, Electrified Net Turret
13th +5 Racial Trait extra attack 5th
14th +5 Skill Prof Beginning at 5th level, you can attack twice, instead of once,
15th +5 General Feat, Program Feature, Ability whenever you take the Attack action on your turn.
Score Improvement
16th +5 Skill Prof, Shield Turret ability score iMProveMent 5th
17th +6 Racial Trait When you reach 5th level, and again at 10th, 15th, and 20th level,
18th +6 Skill Prof, Program Feature 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
19th +6 General Feat
an ability score by 1 if it’s already 18 or above, or by 2 if it starts
20th +6 Skill Prof, Ability Score Improvement, out below 18.
Heroic Action
race traits 5th
turrets 1st In addition to the initial race traits you started with, you gain a race
Starting at 1st level, you can create turrets. trait at 5th, 9th, 13th, and 17th level. The list of race traits available
to you can be found in your race’s entry.
GUN TURRET. A small deployable device with an AC of 12 and HP
equal to 5+ (6x your Engineer Level). As an action you can deploy
the turret to a space adjacent to you. An undeployed turret is a seconD turret 8th
6-inch box. Turrets are automated firearms used to defend and At 8th level, you may deploy a second turret at a time, and it takes
support an engineer and their allies. 50% less time and money to rebuild one.
Only one turret may be deployed at a time, unless otherwise stated.
A turret can be undeployed while adjacent to it. A turret is immune electrifieD net turret 12th
to Poison and Psychic damage, cannot be feared or charmed, and At 12th level, you can create Electrified Net Turrets. Enemy
is immune to poison and disease. creatures that enter a 30 ft. radius around the turret, or start
Creating a Gun Turret costs 10 Bu per Engineer Level and takes 2 their turn there, must make a Dex save or be restrained until the
hours to complete. beginning of your next turn. When a target fails their Dex save, they
take 4d6 lightning damage, and cannot take reactions until free.
Repairing it requires a DC 10 Repair (Mechanic’s Tools) check, and
half the money and time it takes to build it. Creating a Electrified Net Turret costs 20 Bu per Engineer Level
and takes 6 hours to complete.
Enemy creatures that enter a 60 ft. radius around the turret, or start
their turn there, must make a Dex save. On a failure they take 2d4 Repairing it requires a DC 15 Repair (Electrician’s Tools) check,
+ Int mod Ballistic damage. They take half damage on a success. and half the money and time it takes to build it
This increases to 3d4 at level 5, 4d4 at level 11, and 6d4 at level 17.
shielD turret 16th
skill Proficiency 2nD At 16th level, you can create Shield Turrets. Friendly creatures
At 2nd level and every even-level after, you can choose to become (Including yourself) within 30 ft. of a shield turret gain the
proficient in a new skill or increase your proficiency in a current benefits of Shield. This effect persists until the destruction or
skill by +1. deconstruction of the turret. You cannot stack the effects of Shield
with two turrets in this way.
General feat 3rD Creating a Shield Turret costs 25 Bu per Engineer Level and takes
Starting at 3rd level, and again at 7th, 11th, 15th and 19th level, 8 hours to complete.

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 -

Spells Known 3rd 15th


16th
4
4
10
11
4
4
3
3
3
3
2
2
-
-
You know three 1st-level Arcane spells of your choice.
17th 4 11 4 3 3 2 1

Spellcasting Ability 3rd 18th 4 11 4 3 3 3 1


19th 4 12 4 3 3 3 2
Intelligence is your spellcasting ability for your Arcane spells,
since your magic is drawn from the land around you. You use your 20th 4 13 4 3 3 3 2
Intelligence whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier when setting the and type requires 8 hours of down time and 25 gold. To increase
saving throw DC for an Arcane spell you cast and when making an the CR of the construct requires another 250 Bu to lower it’s CR
attack roll with one. requires nothing. It has the following modifications:
Spell save DC = 8 + your proficiency bonus + your Intelligence • It is considered a construct instead of a living creature.
modifier
• It can’t be charmed.
Spell attack modifier = your proficiency bonus + your Intelligence
• It can’t be feared.
modifier
• It is immune to psychic damage.
UNIQUE TL 1+ ARTIFICER SPELLS • It is immune to poison damage and the poisoned condition
Spell Level Name • It gains darkvision with a range of 60 feet if it has eyes or
Cantrips Electrical Extension, On and Off tremorsense with a range of 60 feet if it has no eyes.
1st Data Wipe, Device Access, Power Simple Device, • It understands the languages you can speak when you create it,
Repair Minor Device but it can’t speak.
2nd Data Download, Redacted Photos
• It loses the multiattack ability.
3rd Shutdown
• It loses any skill proficiencies it has.
4th Incognito Video
5th E.M.P., Repair Major Device • It gains proficiency in all saving throws.
• It can be upgraded (Speak with DM about upgrades).

Ritual Casting 3rd • It replaces its proficiency bonus with yours.


• Its AC has a value of 15 + its proficiency bonus (does not benefit
You can cast an Arcane spell you know as a ritual if that spell has
from dexterity or barding).
the ritual tag.
• Gains the “Protection” fighting Style as listed in the Warrior
Magical Item Identification 3rd class features.
Starting at 3rd level, your understanding of magic items allows The servant obeys your orders to the best of its ability. In combat,
you to analyze and understand their secrets. it acts on your initiative, and you determine its actions and
decisions. If you are incapacitated or absent, your servant acts
Robotic Servant 3rd on its own.

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.

64 | DARKENERGY ROLEPLAYING GAME


For each Engineer level you gain after 7th, your construct gains an
additional hit die and increases its hit points accordingly
Attunement 15th
At 15th level, your superior understanding of magic items allows
Each time you take a long rest, you can repair your construct to
you to master their use. You can now attune to up to four, rather
full. Other than that, it does not regenerate hit points naturally.
than three, magic items at a time. Additionally, you may attune
to an item that does not normally require attunement, such as a
Robotic Servant Improvements 7th mundane weapon, piece of armor or item no larger than a 5ft cube.
At 7th level, the CR of the creature the construct mimics is half Any item attuned to in this way can be summoned into a space
your level rounded down. To change the form of your servant takes adjacent to you using an action. You may only use this ability once
a week of down time. per short rest.
At 10th level, sentience can be given to your construct though a
process that requires 8 hours of down time and the integration of Attunement Mastery 18th
an intelligence increasing item or 3 weeks of down time and 5000 At 18th level you can attune to 6 items. Additionally, you ignore all
Bu worth of materials. Through this process your construct loses class and race restrictions for the use of magical items.
immunity to psychic damage but gains multiattack, can attune to
magical items, is friendly toward your allies and can now speak
and read any languages its creator can. Battletech
At 11th level, the construct can be modified for 3000 Bu and a
The Battletech is an Engineer that loves combat and excels at
week of down time to have a swim speed of 40 or a fly speed of 40
it. They use their superb intellect to create an advanced suit of
and for an additional 3000 Bu it can be modified to replicate the
powered armor to wear in battle.
magical effects of the creature it is modeled after(speak with DM
about this), it also gains the effects of the “Sentinel” Feat.
At 17th level, the construct’s CR rating can now be no higher than
Greater Proficiency 3rd
your level and size can be no larger the Huge. To create a Huge At 3rd level, you gain proficiency with Martial Weapons and Heavy
size construct requires 3 months (8 hours a day) and 25,000 Bu Armor.
of raw materials.
If the servant is killed, it can’t be returned to life via normal means,
Power Suit 7th
such as with the revivify spell. In the event your servant dies you At 7th level, you build a heavy suit of powered mechanical armor,
can over the course of a long rest repair a slain servant if you have you call a Power Suit. The Power Suit functions as a Full Plate
access to its body. Materials to return the mechanical servant to armor. The Power Suit can be enhanced with up to two External
“life” are 100 Bu of raw material per CR of the construct creature. Weapon Mounts and Optics if Tech Level 2 Cybernetics is available.
It returns to life with 1 hit point at the end of the rest. If the servant
is beyond recovery, you can build a new one with one week of work Evasive Maneuvers 10th
(8 hours each day) and 1,000 Bu of raw materials. The newly built
Beginning at 10th level, while wearing your Power Suit, you can
construct doesn’t have any of the modifications the previous one
nimbly dodge out of the way whenever an enemy, in your line of
had but to reapply already known modifications require half the
sight, subjects you to a certain effect that requires a saving throw.
time and funds.
You instead take no damage if you succeed on the roll and only
half damage if you fail. Additionally, you can draw a weapon on
Spell Infusion 10th each of your turns in combat
At 10th level, you gain the ability to channel your artificer spells
into objects for later use. When you cast an artificer spell with a Regeneration Device 15th
casting time of 1 action, 1 bonus action, or 1 reaction, you can
At 15th level, you may, as a bonus action while wearing your Power
increase its casting time to 1 minute. If you do so and hold a
Suit, regain lost HP equal to 1d10 + your Engineer Level. You must
nonmagical item throughout the casting, you expend a spell slot,
complete a short or long rest to use this feature again.
but none of the spell’s effects occur. Instead, the spell transfers
into that item for later use if the item doesn’t already contain a
spell from this feature. Ability Enhancements 18th
Any creature holding the item thereafter can use the casting time At 18h level, your mastery of engineering enhances your physical
of the original spell (1 action, 1 bonus action, or 1 reaction) to capabilities. Your Strength and Dexterity ability scores increase
activate the spell if the creature has an Intelligence score of at by 2.
least 6. The spell is cast using your spellcasting ability, targeting

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.

SCUBA Gear 3rd Large construct , unaligned

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

66 | DARKENERGY ROLEPLAYING GAME


Flesh Mechanic (TL 2) Internal Weapon Mount 18th
At 18th level you can craft and apply subcutaneous weapon
These Engineers push the boundaries of cybernetics. They can mounts usually embedded in a prosthetic forearm or hand. The
craft unique advancements and apply them to themselves or weapon extends from the prosthesis and is visible when in use.
others.
The recipient has a melee or ranged weapon hidden under their
skin. Attempts to disarm the recipient of the attached weapon
Craft Cybernetics 3rd automatically fail, and the weapon itself cannot be attacked unless
Build any cybernetic attachment. Must make a successful Craft: it is extended. Extending or retracting the weapon is a free action.
Electronic (DC 15) and a Craft: Mechanical, (DC 15) check. Spotting a subcutaneous weapon requires a successful Perception
If both checks succeed, the attachment can be installed at any check opposed by the recipient’s Sleight of Hand check. The
time with the Cybernetic Surgery feat. weapon’s size applies a modifier to the Sleight of Hand check.
HARDNESS/HIT POINTS: 10/5 (mount only).
Cybernetic Surgery 3rd COST: Melee weapon mount 2,000, ranged weapon mount 3,000
You make a Treat Injury (DC 15) check to install or remove
cybernetics. Must have surgical tools or access a medical facility TYPE: Internal
or take a -4 penalty to the check.
Failure of 5 or more results in 1d4 Constitution damage, 10 or
more is Constitution drain instead.

Scrapper 7th
At 7th level, the cost of crafting a cybernetic device or enhancement
is reduced by half.

Surgical Wizard 7th


At 7th level, you can apply cybernetic devices and enhancements
on yourself.

Weapon Mount Master 10th


At 10th level, you have perfected the external weapons mount to
the point that you can apply them on heavy armor as well. Only
one weapon mount can be applied to a suit of heavy armor at a
time. Either on an arm or over a shoulder.

Anti-Shock Implant 15th


At 15th level, you can create and install a tiny implant, embedded
near the recipient’s brain stem, protects itself and other cybernetic
hardware against electricity damage.
The implant negates the recipient’s special vulnerability to
electricity.
COST: 1,000 Bu TYPE: Internal
HARDNESS/HIT POINTS: –/1

Subcutaneous Body Armor 18th


At 18th level you can craft and apply subcutaneous body armor
that consists of small plates of flexible armor implanted under the
recipient’s skin.
The character gains a natural armor bonus to AC. The bonus
depends on the density of the armor:
Light +1, Medium +2, Heavy +3.
COST: Light 1,000 Bu, Medium 4,000 Bu, or Heavy 15,000 Bu
TYPE: Internal
HARDNESS/HIT POINTS: –/varies. The armor has one-quarter the
maximum hit points of the recipient.

CORE RULEBOOK | 67
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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP.
The GM can also award extra Heroic Actions for heroic deeds or
any other reason they see fit.

68 | DARKENERGY ROLEPLAYING GAME


INSTRUMENTALIST
Level Proficiency Feats Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus Known Known
1st +2 Background, Racial Trait, Spellcasting, 2 4 2 - - - - - - - -
Inspiration (d6), Heroic Action
2nd +2 Skill Prof, Jack of All Trades, Song of Rest (d6) 2 5 3 - - - - - - - -
3rd +2 General Feat, Musical Style, Expertise 2 6 3 2 - - - - - - -
4th +2 Skill Prof 3 7 4 3 - - - - - - -
5th +3 Racial Trait, Inspiration (d8), Font of Inspiration, 3 8 4 3 2 - - - - - -
Ability Score Improvement
6th +3 Skill Prof, Countercharm, Musical Style Feature 3 9 4 3 3 - - - - - -
7th +3 General Feat 3 10 4 3 3 1 - - - - -
8th +3 Skill Prof 3 11 4 3 3 2 - - - - -
9th +4 Racial Trait, Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
10th +4 Skill Prof, Inspiration (d10), Expertise, Magical 4 14 4 3 3 3 2 - - - -
Secrets, Ability Score Improvement, Heroic
Action
11th +4 General Feat 4 15 4 3 3 3 2 1 - - -
12th +4 Skill Prof 4 15 4 3 3 3 2 1 - - -
13th +5 Racial Trait, Song of Rest (d10) 4 16 4 3 3 3 2 1 1 - -
14th +5 Skill Prof, Magical Secrets, Musical Style Feature 4 18 4 3 3 3 2 1 1 - -
15th +5 General Feat, Ability Score Improvement, 4 19 4 3 3 3 2 1 1 1 -
Inspiration (d12)
16th +5 Skill Prof 4 19 4 3 3 3 2 1 1 1 -
17th +6 Racial Trait, Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Skill Prof, Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 General Feat 4 22 4 3 3 3 3 2 1 1 1
20th +6 Skill Prof, Superior Inspiration, Ability Score 4 22 4 3 3 3 3 2 2 1 1
Improvement, Heroic Action

sPellcastinG 1st UNIQUE INSTRUMENTALIST SPELLS


Spell Level Name
You have learned to untangle and reshape the fabric of reality in
Cantrips Electrical Extension, Splitting Chords
harmony with your wishes and music. Your spells are part of your
vast repertoire, magic that you can tune to different situations. 1st Brown Note, Dissonant Whispers
2nd Redacted Photos
cantriPs 1st 3rd Reverb
You know two cantrips of your choice from the occult spell list.
You learn additional occult cantrips of your choice at higher levels, one of the occult spells you know and replace it with another spell
as shown in the Cantrips Known column of the Instrumentalist from the occult spell list, which also must be of a level for which
table. you have spell slots.

sPell slots 1st sPellcastinG ability 1st


The Instrumentalists table shows how many spell slots you have Charisma is your spellcasting ability for your occult spells.
to cast your spells of 1st level and higher. To cast one of these Your magic comes from the heart and soul you pour into the
spells, you must expend a slot of the spell’s level or higher. You performance of your music or oration. You use your Charisma
regain all expended spell slots when you finish a long rest. whenever a spell refers to your spellcasting ability. In addition, you
use your Charisma modifier when setting the saving throw DC for
an occult spell you cast and when making an attack roll with one.
sPells known of 1st level anD hiGher
Spell save DC = 8 + your proficiency bonus + your Charisma
You know four 1st level spells of your choice from the Occult spell modifier
list.
Spell attack modifier = your proficiency bonus + your Charisma
The Spells Known column of the bard table shows when you learn modifier
more bard spells of your choice. Each of these spells must be of
a level for which you have spell slots, as shown on the table. For
instance, when you reach 3rd level in this class, you can learn one ritual castinG 1st
new spell of 1st or 2nd level. You can cast any bard spell you know as a ritual if that spell has
Additionally, when you gain a level in this class, you can choose the ritual tag.

CORE RULEBOOK | 69
Spellcasting Focus 1st gain this benefit.

You can use a musical instrument as a spellcasting focus for your


bard spells.
Ability Score Improvement 5th
When you reach 5th level, and again at 10th, 15th, and 20th level,
Inspiration 1st 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
You can inspire others through stirring words or music. To do so, an ability score by 1 if it’s already 18 or above, or by 2 if it starts
you use a bonus action on your turn to choose one creature other out below 18.
than yourself within 60 feet of you who can hear you. That creature
gains one Inspiration die, a d6. Race Traits 5th
Once within the next 10 minutes, the creature can roll the die and In addition to the initial race traits you started with, you gain a race
add the number rolled to one ability check, attack roll, or saving trait at 5th, 9th, 13th, and 17th level. The list of race traits available
throw it makes. The creature can wait until after it rolls the d20 to you can be found in your race’s entry.
before deciding to use the Inspiration die, but must decide before
the GM says whether the roll succeeds or fails. Once the Inspiration
die is rolled, it is lost. A creature can have only one Inspiration die
Font of Inspiration 5th
at a time. Beginning when you reach 5th level, you regain all of your expended
uses of Inspiration when you finish a short or long rest.
You can use this feature a number of times equal to your Charisma
modifier (a minimum of once). You regain any expended uses
when you finish a long rest. Countercharm 6th
Your Inspiration die changes when you reach certain levels in this At 6th level, you gain the ability to use musical notes or words
class. The die becomes a d8 at 5th level, a d10 at 10th level, and a of power to disrupt mind influencing effects. As an action, you
d12 at 15th level. can start a performance that lasts until the end of your next turn.
During that time, you and any friendly creatures within 30 feet of
Skill Proficiency 2nd you have advantage on saving throws against being frightened or
charmed. A creature must be able to hear you to gain this benefit.
At 2nd level and every even-level after, you can choose to become The performance ends early if you are incapacitated or silenced or
proficient in a new skill or increase your proficiency in a current if you voluntarily end it (no action required).
skill by +1.
Magical Secrets 10th
Jack of All Trades 2nd By 10th level, you have plundered magical knowledge from a
Starting at 2nd level, you can add half your proficiency bonus, wide spectrum of disciplines. Choose two spells from any class,
rounded down, to any ability check you make that doesn’t already including this one. A spell you choose must be of a level you can
include your proficiency bonus. cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included
Song of Rest 2nd in the number in the Spells Known column of the Instrumentalist
Beginning at 2nd level, you can use soothing music or oration to table.
help revitalize your wounded allies during a short rest. If you or You learn two additional spells from any class at 14th level and
any friendly creatures who can hear your performance regain hit again at 18th level.
points at the end of the short rest by spending one or more Hit
Dice, each of those creatures regains an extra 1d6 hit points.
Superior Inspiration 20th
The extra hit points increase when you reach certain levels in this
At 20th level, when you roll initiative and have no uses of Inspiration
class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th
left, you regain one use.
level.

General Feat 3rd


Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
Musical Style
you can choose any General Feat as long as you qualify for it.
Popular Music
Musical Style 3rd
Instrumentalists of Popular Music are purveyors of cautionary
At 3rd level, you delve into the advanced techniques of a musical
tales, believing that a lesson learned is a mistake avoided. These
style of your choice: Popular Music, Rock’n Roll or Metal, all
Instrumentalists often associate with those that have fallen
detailed at the end of the class description. Your choice grants
from glory, in an effort to keep the fires of passion burning in the
you features at 3rd level and again at 6th and 14th level.
hearts of adventurers everywhere. They travel to distant lands,
seeking knowledge of the downfall of heroes and their greatest
Expertise 3rd accomplishments. With their songs, they warn of dangers
At 3rd level, choose two of your skill proficiencies. Your proficiency unknown, so that others may outlive the heroes of old - becoming
bonus is doubled for any ability check you make that uses either of the greatest of us all.
the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to

70 | DARKENERGY ROLEPLAYING GAME


Bonus Proficiencies 3rd mimicry, or to identify an orcish war horn, but not advantage
on perception checks to attempt to perceive or locate a hidden
At 3rd level, you gain proficiency in Treat Injury, Knowledge, and opponent).
Perception.
You also gain proficiency with shields and one martial weapon of Power Solo 6th
your choice. Beginning at 6th level, you gain advantage on a single bluff or
persuade check against any creature who has heard you play your
Invigoration 3rd instrument for a least one minute, and no longer than one minute
When you join Popular Music at 3rd level, you learn how to use your after you have stopped playing. This is not a magical effect.
charm to embolden, inspire, and otherwise inflate the confidence Additionally, the damage of your Power Ballad Blast increases to
and competence of others. When your Inspiration die is rolled, that 3d6 plus your charisma modifier damage, and can now be fired as
creature regains hit points equal to the result of the roll. a 60 foot line. Each creature in the path of the blast must make a
If you are within 60 feet of that creature, you regain hit points equal constitution saving throw, and take half damage on a successful
to half of the result of the roll (round down). save.

Rejuvenating Medley 3rd Blast Chorus 14th


Also at 3rd level, your allies wounds are mended merely by fighting Beginning at 14th level, the damage of your Power Ballad Blast
at your side. Once per turn, a creature of your choice within 30 feet increases to 4d6 plus your charisma modifier, and can now be
of you regains a number of hit points equal to your proficiency made as an effect with a 20 ft. radius at a point within 60 feet, a 60
bonus when you deal damage to a creature. ft. line, or a 30 ft. cone, with a constitution save for half.

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.

iron reflexes 6th


Starting at 6th level, your reflexes become razor sharp. When
you hit a creature with a Gunplay feature, you do not provoke
opportunity attacks from that creature.
Additionally, if a creature misses you with an attack, you can use
your reaction to make a weapon attack at them. Once you use this
feature, you cannot use it again until you complete a short or long
rest.

suPreMe GunPlay 14th


When you reach 14th level, whenever you use a Gunplay option,
you can roll a d6 and use it instead of expending an Inspiration die.

72 | DARKENERGY ROLEPLAYING GAME


MAD SCIENTIST
Some scientists take their passion of the natural world to the
extreme. As a Mad Scientist, your obsession with mixing chemicals
and volatile elements has made you force to be reckoned with. You
love to experiment and create... or destroy. Evolution and change
are only natural and you can hack this biological code for good, or
ill. You are a god amongst mortals. Time to show everyone what
true power is!

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP.
The GM can also award extra Heroic Actions for heroic deeds or
any other reason they see fit.

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.

Basic Bomb 1st Race Traits 5th


You know how to craft compact, volatile collections of chemicals In addition to the initial race traits you started with, you gain a race
in a fragile container—a bomb. As part of the Attack action, you trait at 5th, 9th, 13th, and 17th level. The list of race traits available
can craft and throw a bomb up to 20 feet (or up to 60 feet with to you can be found in your race’s entry.
disadvantage) as a ranged weapon that does 1d10 damage. When
you throw a bomb, you choose if the damage it does is acid, fire, or Upgraded Bomb 9th
cold damage. You must have your chemistry kit in order to create
Starting at 9th level, the blast radius of your basic bomb increases:
a bomb.
all creatures within 10 feet of the bomb’s target must make a
Dexterity saving throw or take damage as if they had been also
Discoveries 2nd been hit by a basic bomb. The DC of this saving throw equals your
Through your research, you achieve mastery of certain processes spell save DC (see below). At 13th level, the damage of your basic
which have immediate value to you. At 3rd level, and again at 7th bomb increases to 2d10. At 17th level, the bomb’s blast radius
level, you can select one of the following discoveries. increases to 30 feet.
SMART ALCHEMY. The volatile compounds of your bombs always
explode exactly how you want them to. Whenever a spell or bomb Greater Discoveries 11th
would deal damage to a creature that is not hostile to you, it takes Your continuing research unveils mysteries of alchemy beyond
no damage instead. When a spell or bomb requires that a creature those you achieved earlier. At 11th and 15th level, you can select
that is not hostile to you make a saving throw, it automatically one of the following discoveries.
succeeds.
ETERNAL POTION. You can cause the effect of any potion that you
EXTEND POTION. You can cause any potion that you drink, other drink, other than one with an instantaneous duration, to last until
than one with an instantaneous duration, to last twice its normal you next take a long rest. Once you use this discovery, you cannot
duration. Once you use this discovery, you cannot use it again until use it again until after you take a long rest.
after you take a short rest.
NAUSEATING FLESH. Because of all the chemicals you have
CONCOCTION ADVANCEMENT. You have learned to craft new consumed, you have become unappetizing to monsters. Any
forms of your basic bomb. In addition to the basic damage creature that makes a successful bite attack against you or
options, you can now choose if the damage it does is electricity, swallows you whole must make a Constitution save against your
or force damage. spell save DC or become poisoned for one hour.

74 | DARKENERGY ROLEPLAYING GAME


POISON IMMUNITY. You are now immune to acid damage.
MAD SCIENTIST SPELLCASTING
SNARE BOMB. In addition to doing damage, you can cause your Level Cantrips Spells 1st 2nd 3rd 4th 5th
bomb to force the target to make a Strength saving throw or be Known Known
restrained until it is freed by another character using their action
3rd 2 3 2 - - - -
to free it, or until it succeeds in a Strength check. A snare bomb
does not affect formless creatures, or those capable of incorporeal 4th 2 4 3 - - - -
movement. You can use this feature three times, regaining all 5th 2 4 3 - - - -
spent uses after a short or long rest. 6th 2 4 3 2 - - -
7th 2 5 4 2 - - -
Ultimate Discovery 18th 8th 2 6 4 3 - - -
At 18th level, your research allows you to achieve a discovery only 9th 2 6 4 3 2 - -
imagined by your peers. Select one of the following discoveries. 10th 3 7 4 3 2 - -
ELIXIR OF LIFE. You can spend one downtime day per year of your 11th 3 8 4 3 3 - -
actual age to brew a special elixir that affects only you. Once you
12th 3 8 4 3 3 - -
drink it, you do not age that year.
13th 3 9 4 3 3 1 -
PERFECT HEALTH. Whenever you expend Hit Dice to heal, you
14th 3 10 4 3 3 1 -
recover double the usual hit points and can make an additional
save against any one ongoing disease or poison. 15th 4 10 4 3 3 2 -
16th 4 11 4 3 3 2 -
PHILOSOPHER’S STONE. You can use 10 days to create a stone
which you, or anyone else using it, can crush to grant a single wish 17th 4 11 4 3 3 2 1
(as the spell wish). You can only make one stone like this at a time. 18th 4 11 4 3 3 3 1
The creature that wishes upon the stone has a 33% chance to lose 19th 4 12 4 3 3 3 2
the ability to make an unrestricted wish, as per the wish spell.
20th 4 13 4 3 3 3 2
UNBOUND INTELLECT. Your Intelligence score increases by 2.

Field of Study Variant: Spell List


Not all Mad Scientists pursue the arcane. Some delve into the
Alchemist darker arts or into primordial forces . You may use the Occult
or Elemental spell list instead of the Arcane spell list.
A Mad Scientist that has crossed over from pure science into the
realm of the arcane. Alchemists use a limited amount of spells to
enhance their chemical creations. Prepare Stable Compound
At 3rd level, choose one spell you are able to cast.
Spellcasting 3rd You treat this spell as though it had the ritual tag, and can cast it
When you reach 3rd level you gain the ability to cast spells from as a ritual even if you haven’t prepared that spell. When you cast
the Arcane spell list. a spell as an alchemical ritual, you can delay selecting a target
for the spell by up to one minute after the spell is complete, after
Spells Known 3rd which time you must select a target and cast the spell, or its power
is lost. Every time you gain an alchemist level, select one additional
You know two 1st-level Arcane spells of your choice. spell that you can cast this way.

Spellcasting Ability 3rd Alchemist Discoveries 6th


Intelligence is your spellcasting ability for your Arcane spells, At 6th level, your studies allow you to discover secrets which can
since your magic is drawn from the land around you. You use your enhance and augment your bombs. You can also select one of
Intelligence whenever a spell refers to your spellcasting ability. these discoveries instead of a regular discovery at any appropriate
In addition, you use your Intelligence modifier when setting the Mad Scientist level. You cannot apply multiple discoveries to a
saving throw DC for an Arcane spell you cast and when making an single bomb.
attack roll with one.
DESTRUCTIVE ARCANA. Choose two evocation spells from any
Spell save DC = 8 + your proficiency bonus + your Intelligence class’s spell list. They now count as alchemist spells for you.
modifier
DELAY BOMB. Instead of immediately affecting the target, you can
Spell attack modifier = your proficiency bonus + your Intelligence cause the bomb to explode on your turn in a later round, up to 10
modifier rounds later.

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.

Enchant 16th Discoveries of Mutation 6th


At 16th level, as an Action you can surround a melee weapon or At 6th and 10th levels, your studies of the science of mutation
up to 20 pieces of ammunition with a magical field for 10 minutes. allow you to discover secrets which can enhance and augment
While this magical field is active, the enchanted object counts as a your concoctions. You can also select one of these discoveries
magical for the purposes of overcoming resistance and immunity instead of a regular discovery at any appropriate alchemist level.
to nonmagical attacks and damage. You can use this feature once, ADDITIONAL SERUM. You can now drink a second dose of your
being unable to use it again until you complete a short or a long serum before you take a long rest without risking becoming
rest. poisoned.
CLARITY SERUM. You no longer suffer disadvantage on
Mutagen Chemist Intelligence checks or Intelligence saving throws while using your
serum, but you still cannot cast any spells while it is active.
Mutagen Chemists are Mad Scientists that have taken body TOOTH AND CLAW. Your serum-altered form is especially feral.
modification to a new extreme. They can create a mutagen serum While using your serum, your unarmed strikes do 1d6 slashing
that grants unique powers for a period of time. These Chemists damage.
can also grant permanent mutations to themselves and others if
TROLL SERUM. The effects of your concoction do not end early if
they choose. Mutations can be found on pages 173-181.
you are knocked unconscious. While affected by your concoction,
you regain hit points equal to your proficiency bonus at the start
Mutation Initiate 3rd of your turn. If you take acid, fire or psychic damage, this discovery
At 3rd level, and again at 8th level, you gain 3 Mutation Points (MP) doesn’t function at the start of your next turn. You must start
that you can spend on yourself and an additional 3 MP that you making death saving throws only if you start your turn with 0 hit
can spend to give allies mutations. The additional MPs can be points and don’t regenerate.
divided between several allies. For example; three allies can each
gain a mutation worth 1 MP or one ally can gain a mutation worth Super Mutagen Serum 13th
up to 3 MP.
At 13th level, you realize the secret of a superior type of serum, and
can choose to create it instead of the regular kind whenever you
Mutagen Serum 3rd create a serum.
At 3rd level, on choosing this field of study, you learn how to brew The super serum can sometimes be used by others. Anyone other
a personalized, synthetic, serum, which enhances your physical than you who drinks it must make a Constitution saving throw
abilities at the cost of slightly diminished mental capacities while against your spell save DC, as usual. On a failure, they become
it is active. You can create a dose of your serum at the end of a poisoned for 1 minute, but on a success, they gain the abilities
long rest, or as part of any downtime day activity. The dose will and hindrances of a standard serum. They cannot make use of
remain viable for up to 10 days before it ceases to have any effect. any serum-related discoveries you may possess. While this might
If any other character drinks your serum, they must make a allow your allies to use your serum, an enemy could also steal a
Constitution saving throw against your serum save DC or become dose and use it against you.
poisoned for 1 minute. When you drink a dose of your super serum, however, the effects
Serum save DC = 8 + your proficiency bonus + your Intelligence are greater. You gain these effects in addition to those of your
modifier basic serum:
When you take an action to drink your serum, you gain the following • Your skin thickens. You add your Constitution bonus to your AC
abilities and hindrances: while wearing no armor or light armor.
• You become mighty. You have advantage on Strength checks • Your senses are razor-sharp. You gain advantage on Wisdom
and Strength saving throws. (Perception) checks, and add your Wisdom bonus to your damage
rolls when you making a ranged weapon attack.
• When you make a melee weapon attack using Strength or
unarmed strike, you gain a bonus to your damage roll equal to • Your intellect shines through the haze. You add your Intelligence
half your alchemist level, rounded down. bonus to your damage rolls when making a melee weapon attack
or an unarmed attack.
• You can endure great pain. You have resistance to bludgeoning,
piercing, and slashing damage. • Your movements are fast. You can make an additional attack as
a bonus action whenever you take the Attack action on your turn.

76 | DARKENERGY ROLEPLAYING GAME


All other details of the serum remain the same. You cannot use a
standard serum after using a super serum, or vice versa, without Physician
taking a long rest in between the uses, unless you have made a
discovery which indicates otherwise. A Physician is a Mad Scientist that has devoted their considerable
genius to the art of healing. They craft various pharmaceuticals
Mutation Master 16th and administer them with syringes.

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.

Plague Doctor Medical Serum 3rd


At 3rd level, on choosing this field of study, you have mastered
Diseases and contagions are spread by Plague Doctors for
creating healing serums. As an action, you can create and inject
maximum lethality. They enjoy watching flesh rot and blood
a creature with a syringe filled with a custom blended medical
vessels burst with new pathogens. Where Plague Doctors go,
serum that, when injected, heals 2d8 + your serum modifier.
pestilence and death follow.
At 9th level it increases by +2d8 and again at 16th level.
Contagion Resistance 3rd You can use this serum 2+ your Mad Scientist level per long rest.
You have advantage on all saving throws that involve poison, or Serum modifier = your proficiency bonus + your Intelligence
disease. You also have resistance to poison damage. At 10th level modifier
you gain immunity to poisons, diseases and poison damage.
Discoveries in Healing 6th
Coated Weapons 3rd At 6th and 10th levels, your studies of the science of healing allow
You can apply a layer of either acid or poison to your weapon. The you to discover secrets that improve your ability to heal. You can
coating last for 10 min. and can only be applied one per short rest. also select one of these discoveries instead of a regular discovery
at any appropriate alchemist level.
Disease Discoveries 6th FORTIFY PATIENT. You can spend 10 minutes advising another
At 6th and 10th levels, your studies of the science of disease creature on better habits for healthy living. Afterwards, the
allow you to discover secrets that allow you to spread contagions creature can use a bonus action to regain 1d6 hit points. The
wherever you go. You can also select one of these discoveries creature cannot benefit from this discovery again before taking a
instead of a regular discovery at any appropriate alchemist level. short or a long rest.
Common diseases can be found on pages 289-291. POTION EXPERT. You can identify the properties of any potion
DIRTY BOMB. You have learned to craft new forms of your basic assuming you handle it for one minute.
bomb. In addition to the basic damage options, you can now PRESERVATION. You have advantage on saving throws against
choose if the damage it does is poison, or radiation damage. diseases. You can also treat infections in others, granting them
PLAGUE CANISTER. Your basic bomb has been filled with an advantage on their saving throws.
inhaled disease, like anthrax. KEEN EYES. You gain darkvision out to a range of 60 feet If you
SUPERIOR POISON. You have modified your poisons to a degree already possess darkvision, increase the range you can see by 30
that can effect almost anything. Your poisons bypass creatures feet.
resistance to poison damage. This does not count for constructs.
EVASIVE. When you are subjected to an effect that allows you Surgical Precision 13th
to make a Dexterity saving throw to take only half damage, you Starting at 13th level, you can attack twice whenever you take the
instead take no damage if you succeed on the saving throw, and Attack action on your turn. The attack must use a finesse or light
only half damage if you fail.. weapon.

Thick Coating 13th Serum of Life 16th


You have used your weapon so much with poison and acid that At 16th level, you can create a Serum of Life. You can inject the
there is now a permanent coating of poison or acid on it. Starting serum into a creature that has died within the last minute. That
at 15th level your weapon is considered magical for the purposes creature returns of life with 2d8 hit points. This serum can’t return
of over coming resistance. to life a creature that has died of old age, nor can it restore any
missing body parts.
Poisonous Cloud 16th You cannot use the Serum of Life unless the body is present. You
The poison in your blood has started to leak out of you as may only create one Serum of Life per long rest.
poisonous gas. Starting at 16th level you give off a poisonous gas
in a 30 feet radius with anything that walks into it takes poison
damage equal to your Treat Injury score.

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP.
The GM can also award extra Heroic Actions for heroic deeds or
any other reason they see fit.

78 | DARKENERGY ROLEPLAYING GAME


MAGE
Level Proficiency Feats Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Bonus Known
1st +2 Background, Racial Trait, Spellcasting, Heroic 3 2 - - - - - - - - -
Action, Familiar
2nd +2 Skill Prof, Arcane Affinity 3 3 - - - - - - - - -
3rd +2 General Feat, Metamagic 4 4 2 - - - - - - - -
4th +2 Skill Prof 4 4 3 - - - - - - - -
5th +3 Racial Trait, Ability Score Improvement 4 4 3 2 - - - - - - -
6th +3 Skill Prof, Arcane Affinity Feature 4 4 3 3 - - - - - - -
7th +3 General Feat 5 4 3 3 1 - - - - - -
8th +3 Skill Prof 5 4 3 3 2 - - - - - -
9th +4 Racial Trait, Metamagic 5 4 3 3 3 1 - - - - -
10th +4 Skill Prof, Arcane Affinity Feature, Ability Score 5 4 3 3 3 2 - - - - -
Improvement, Heroic Action
11th +4 General Feat 5 4 3 3 3 2 1 - - - -
12th +4 Skill Prof 6 4 3 3 3 2 1 - - - -
13th +5 Racial Trait 6 4 3 3 3 2 1 1 - - -
14th +5 Skill Prof, Arcane Affinity Feature 6 4 3 3 3 2 1 1 - - -
15th +5 General Feat, 6 4 3 3 3 2 1 1 1 - -
Ability Score Improvement
16th +5 Skill Prof, Metamagic 6 4 3 3 3 2 2 2 1 - -
17th +6 Racial Trait 6 4 3 3 3 2 2 2 1 1 -
18th +6 Skill Prof 6 4 4 3 3 3 2 2 2 2 -
19th +6 General Feat 6 4 4 4 3 3 2 2 2 2 1
20th +6 Skill Prof, Arcane Affinity Feature, Ability Score 6 4 4 4 3 3 3 3 2 2 1
Improvement, Heroic Action

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.

Metamagic 3rd Arcane Affinity


At 3rd level, you gain the ability to twist your spells to suit your
needs. You gain two of the following Metamagic options of your
choice. You gain another one at 9th and 16th level. Pure Mage
You can use only one Metamagic option on a spell when you cast These Mages seek to unlock the secrets of the Arcane Arts in their
it, unless otherwise noted. purest form. The Pure Mage is the true Master of the Arcane.
CAREFUL SPELL. When you cast a spell that forces other creatures
to make a saving throw, you can protect some of those creatures Tides of Chaos 2nd
from the spell’s full force. To do so, you spend 1 sorcery point and Starting at 2nd level, you can manipulate the forces of chance and
choose a number of those creatures up to your Charisma modifier chaos to gain advantage on one attack roll, ability check, or saving
(minimum of one creature). A chosen creature automatically throw. Once you do so, you must finish a long rest before you can
succeeds on its saving throw against the spell. use this feature again.

80 | DARKENERGY ROLEPLAYING GAME


Bend Luck 6th
Starting at 6th level, you have the ability to twist fate using your
Automaton CR 2
arcane gifts. When another creature you can see makes an attack Medium construct , unaligned
roll, an ability check, or a saving throw, you can use your reaction
AC 15 HP 55 Speed 30 ft.
and spend 2 sorcery points to roll 1d4 and apply the number rolled __________________________________________________________________________
as a bonus or penalty (your choice) to the creature’s roll. You can Damage Immunities Poison, necrotic, psychic, radiant
do so after the creature rolls but before any effects of the roll occur.
Condition Immunities Blinded, Charmed, Deafened, Fatigued,
Frightened, Grappled, Paralysed, Petrified, Poisoned, Prone,
Piercing Spell 10th Restrained, Stunned, Unconscious, Exhausted
Senses Blindsight 10 ft., Darkvision 60 ft., passive perception 10
At 10th level, you’ve studied ways of overcoming the innate
resistance to spells that many powerful creatures have. Against Languages understands commands in any language but can’t speak
your spells, a creature that has a conditional bonus to saving Str +2, Dex +1, Con +2, Int -1, Wis +0, Cha -4
throws against magic reduces that bonus by 1. __________________________________________________________________________
Constructed Nature. An automaton doesn’t require air, food, drink, or
Spell Mastery 14th sleep.
Regeneration. The automaton regains 2 hit points at the start of each its
At 18th level, you have achieved such mastery over certain Spells turn if it has at least 1 hit point.
that you can cast them at will. Choose a 1st-level Arcane spell and
a 2nd-level Arcane spell that are in your repertoire. You can cast Actions
those Spells at their lowest level without expending a spell slot Multiattack. The automaton makes two fist attacks.
when you have them prepared. If you want to cast either spell at a
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
higher level, you must expend a spell slot as normal. Hit: 1d10 +3 bludgeoning damage.
By spending 8 hours in study, you can exchange one or both of the
Spells you chose for different Spells of the same levels.
Program Spell 6th
Signature Spells 20th At 6th level,you may spend an action point to insert a spell within a
particular analog or digital device, such that by touching a key (or
When you reach 19th level, you gain mastery over two powerful
flicking a switch), the spell activates. All variables of the spell are
Spells and can cast them with little effort. Choose two 3rd-level
set at the time of casting.
Arcane Spells in your repertoire as your Signature Spells. You
always have these Spells prepared, they don’t count against the Casting a spell takes the normal amount of time; discharging a
number of Spells you have prepared, and you can cast each of programmed spell is an attack action.
them once at 3rd Level without expending a spell slot. When you
do so, you can’t do so again until you finish a short or Long Rest. Create Automaton 10th
If you want to cast either spell at a higher level, you must expend At 10th level, you can create an automaton. The automaton may
a spell slot as normal. be mechanical, digital, chemical, or biochemical in nature. The
materials used are consumed in the creation of the automaton.

Tech Mage (TL 1)


In addition, the creation of an automaton requires a pint of your
blood.

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.

Thought Shield 10th Animate Major Undead 10th


Starting at 10th level, your thoughts can’t be read by telepathy Beginning at 7th level, your pursuit of knowledge has led to
or other means unless you allow it. You also have resistance to uncover the secrets to mastering undead of all sizes. You can
psychic damage, and whenever a creature deals psychic damage now raise any corpse that is Huge or smaller of a monstrosity,
to you, that creature takes the same amount of damage that you humanoid, or beast with challenge rating 5 or lower can be
do. animated. It keeps its original abilities and attacks, but loses any
resistances, immunities, legendary actions, senses it had and
Eldritch Chains 14th gains the immunities and vulnerabilities of its type, skeleton or
zombie. You can issue mental commands to the creature as the
At 14th level, you can cast hold monster at will—targeting a animate dead spell. You can only control one major undead at
celestial, fiend, or elemental—without expending a spell slot or a time. This feature functions as the spell animate dead except
material components. You must finish a long rest before you can where otherwise noted. You may use this feature on an existing
use this invocation on the same creature again. undead you control to reassert your control over it. You must

82 | DARKENERGY ROLEPLAYING GAME


finish a long rest before you can use this feature again.
At level 15, you may animate a monstrosity, humanoid or beast
with a challenge rating of 8 or lower.
At level 18, you may animate a monstrosity, humanoid or beast
with a challenge rating of 10 or lower. In addition, a major undead
now lasts until its hit points are reduced to 0.

coMManD unDeaD 14th


Starting at 14th level, you can use magic to bring undead under
your control, even those created by others. As an action, you can
choose one undead that you can see within 60 feet of you. That
creature must make a Charisma saving throw against your wizard
spell save DC. If it succeeds, you can’t use this feature on it again.
If it fails, it becomes friendly to you and obeys your commands
until you use this feature again.
Intelligent undead are harder to control in this way. If the target
has an Intelligence of 8 or higher, it has advantage on the saving
throw. If it fails the saving throw and has an Intelligence of 12 or
higher, it can repeat the saving throw at the end of every hour until
it succeeds and breaks free.

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.

CORE RULEBOOK | 83
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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition

84 | DARKENERGY ROLEPLAYING GAME


MARTIAL ARTIST
Level Proficiency Martial Arts Ki Unarmored Feats
Bonus Points Movement
1st +2 1d4 - - Background, Racial Trait, Unarmored Defense, Martial Arts, Heroic Action
2nd +2 1d4 2 +10 ft. Skill Prof, Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. General Feat, Martial Style, Deflect Missiles
4th +2 1d4 4 +10 ft. Skill Prof, Slow Fall
5th +3 1d6 5 +10 ft. Racial Trait, Extra Attack, Stunning Strike, Ability Score Improvement
6th +3 1d6 6 +15 ft. Skill Prof, Ki Empowered Strikes, Martial Style Feature
7th +3 1d6 7 +15 ft. General Feat, Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Skill Prof
9th +4 1d6 9 +15 ft. Racial Trait, Unarmored Movement Improvement
10th +4 1d6 10 +20 ft. Skill Prof, Purity of Body, Ability Score Improvement, Heroic Action
11th +4 1d8 11 +20 ft. General Feat, Martial Style Feature
12th +4 1d8 12 +20 ft. Skill Prof
13th +5 1d8 13 +20 ft. Racial Trait, Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Skill Prof, Diamond Soul
15th +5 1d8 15 +25 ft. General Feat, Timeless Body, Ability Score Improvement
16th +5 1d8 16 +25 ft. Skill Prof
17th +6 1d10 17 +25 ft. Racial Trait, Martial Style Feature
18th +6 1d10 18 +30 ft. Skill Prof, Empty Body
19th +6 1d10 19 +30 ft. General Feat
20th +6 1d10 20 +30 ft. Skill Prof, Perfect Self, Ability Score Improvement, Heroic Action

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.

Step of the Wind 2nd Stunning Strike 5th


You can spend 1 ki point to take the Disengage or Dash action as Starting at 5th level, you can interfere with the flow of ki in an
a bonus action on your turn, and your jump distance is doubled opponent’s body. When you hit another creature with a melee
for the turn. weapon attack, you can spend 1 ki point to attempt a stunning
strike. The target must succeed on a Constitution saving throw or
Unarmored Movement 2nd be stunned until the end of your next turn.
Starting at 2nd level, your speed increases by 10 feet while you
are not wearing armor or wielding a shield. This bonus increases Ki-Empowered Strikes 6th
when you reach certain monk levels, as shown in the Martial Artist Starting at 6th level, your unarmed strikes count as magical for the
table. purpose of overcoming resistance and immunity to nonmagical
At 9th level, you gain the ability to move along vertical surfaces attacks and damage.
and across liquids on your turn without falling during the move.
Evasion 7th
General Feat 3rd At 7th level, your instinctive agility lets you dodge out of the way of
Starting at 3rd level, and again at 7th, 11th, 15th and 19th level, certain area effects, such as a blue dragon’s lightning breath or a
you can choose any General Feat as long as you qualify for it. fireball spell. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage, you
Martial Style 3rd instead take no damage if you succeed on the saving throw, and
only half damage if you fail.
When you reach 3rd level, you commit yourself to a martial style:
Warrior Monk, Drunken Traveler or Gun-Fu Artist all detailed at the Stillness of Mind 7th
end of the class description. Your style grants you features at 3rd
level and again at 6th, 11th, and 17th level. Starting at 7th level, you can use your action to end one effect on
yourself that is causing you to be charmed or frightened.
Deflect Missiles 3rd Purity of Body 10th
Starting at 3rd level, you can use your reaction to deflect or catch
the missile when you are hit by a ranged weapon attack. When you At 10th level, your mastery of the ki flowing through you makes
do so, the damage you take from the attack is reduced by 1d10 + you immune to disease, poison, mutation and radiation.
your Dexterity modifier + your Martial Artist level.
If you reduce the damage to 0, you can catch the missile if it is
Tongue of the Sun and Moon 13th
small enough for you to hold in one hand and you have at least Starting at 13th level, you learn to touch the ki of other minds so
one hand free. If you catch a missile in this way, you can spend that you understand all spoken languages. Moreover, any creature
1 ki point to make a ranged attack with the weapon or piece of that can understand a language can understand what you say.
ammunition you just caught, as part of the same reaction. You
make this attack with proficiency, regardless of your weapon Diamond Soul 14th
proficiencies, and the missile counts as a monk weapon for the
Beginning at 14th level, your mastery of ki grants you proficiency
attack, which has a normal range of 20 feet and a long range of
in all saving throws.
60 feet.
Additionally, whenever you make a saving throw and fail, you can
Slow Fall 4th spend 1 ki point to reroll it and take the second result.

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.

86 | DARKENERGY ROLEPLAYING GAME


Perfect Self 20th to half your monk level (rounded down).
Gentle Retribution. When a creature you can see within 5 feet of
At 20th level, when you roll for initiative and have no ki points
you targets you with an attack and the attack misses, you can
remaining, you regain 4 ki points.
spend 1 ki as a reaction to use the attacker’s momentum against
it. The creature must succeed on a Strength saving throw against

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).

You also gain proficiency in two melee martial weapons of your


choice other than greataxes or greatswords. The chosen weapons Drunken Traveler
are considered as kata weapons for you.
There are many paths to the blessed state known as Enlightenment,
Weaponized Martial Arts 3rd and perhaps the strangest belongs to those solitary beings who
follow the Drunk path. To the uninitiated, their zeal for drink
Also at 3rd level when you choose this tradition, When you use the and shambling style causes them to appear more like vagrants
Attack action with an unarmed strike or a kata weapon on your and wastrels than pilgrims on the road to perfection. But their
turn, you can make one weapon attack with a kata weapon as a seemingly-ragged style belies a cunning strategic mindset, as
bonus action. they are masters of appearing more inebriated than they actually
Additionally, while you are wearing a light armor, your speed are. And their debauchery has a component of spiritual exercise,
increases by half the bonus granted by your Unarmored Movement as they seek to eliminate boundaries between themselves and the
class feature, rounded down to the nearest 5-feet increment. world around them through wine and song.

Together As One 6th Stumbling Drunk 3rd


Starting at 6th level, you can perform the ritual over the course of 1 Starting when you choose this tradition at 3rd level, you can use
hour, which can be done during a short rest. The weapon must be your bonus action to spend 2 ki points and become (or appear to
within your reach throughout the ritual, at the conclusion of which become) stumbling drunk for one minute. While you’re stumbling
you touch the weapon and forge the bond. Once you have bonded drunk, or at least pretending to be, you gain the following benefits:
a weapon to yourself, you gain the following benefits: You may take the Disengage action as a bonus action on your turn.
• You cannot be disarmed of the bonded weapon, unless you are If you have the prone condition, you don’t have disadvantage
incapacitated. on your attack rolls and creatures within 5 ft of you don’t gain
• The bonded weapon counts as magical weapon for the purpose advantage on their attack rolls against you. Standing up only
of overcoming resistance and immunity to nonmagical attacks costs you 5 feet of movement.
and damage. When you Shove a creature, you may make a Dexterity or Strength
• As a bonus action, you can spend 1 ki to summon the bonded (Athletics) check. If creature within 5 ft. of you makes a melee
weapon to your hand, as long as it is on the same plane of attack roll against you and misses, you may use your reaction to
existence. The bonded weapon instantly teleports into your hand. spend a ki point and immediately Shove them.
You can then make one weapon attack with the bonded weapon
as a part of the same bonus action. Life of the Party 3rd
You can have only one bonded weapon. If you attempt to bond At 3rd level, you are skilled in the art of revelry. You gain proficiency
with another weapon, you must first break the bond with the with either the Performance skill or with brewer’s tools and one
weapon that is currently bonded to you. musical instrument of your choice. You never gain the poisoned
condition from consuming alcohol, drugs, or other similar mind-
Martial Arts Mastery 11th altering substances.
Starting at 11th level, you gain one of the following features of
your choice: Fog in the Mind 6th
Flaring Kick. When you stand up, you can spend 2 ki to make a At 6th level, you’ve become practiced in the fundamental deceit
spinning kick maneuver that sweeps all creatures within 5 feet of that lies at the heart of your style. You gain proficiency in the
you. Each creature must succeed a str saving throw against your Deception skill, and you gain advantage whenever attempting
ki save DC or is knocked prone, taking bludgeoning damage equal a Charisma check to pretend you are more injured, inebriated,

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.

Gun-Fu Artist (TL 1)


The Martial Artist is a living weapon. To become even more deadly,
these gun-fu artists use firearms as their weapons of choice.

Disciple of Gun-Kata 3rd


At 3rd level, you gain proficiency with sidearms, which count as
kata weapons for you. When wielding these weapons, you gain the
following benefits:
• You do not need a free hand to reload a light weapon with the
loading or reload property.
• You can make an attack with these weapons as part of your
martial arts or flurry of blows features. If you do, these attacks
use your martial arts die instead of its normal weapon damage.
• When you first make a successful attack roll with these weapons,
the next 10 feet of your movement does not provoke opportunity
attacks.
• You can spend a ki point to reload any weapon with the reload
property as a bonus action.

Ballistic Harmony 6th


When you reach 6th level, your Kata weapons count as magical
for the purposes of overcoming resistance and immunity. You can
apply stunning strike to your Kata weapons, as long as the attack
is made within their normal range. Your Kata weapons also count
as improvised melee weapons for you, and you use your martial

88 | DARKENERGY ROLEPLAYING GAME


MODERN SOLDIER
Soldiers are the elite warriors of the modern age. You are a master
of firearms and an unparalleled survivalist. You are a living weapon
that just needs to be pointed at the next enemy. Let others do the
thinking and the talking and the planning. You are an instrument
of war that needs to be unleashed. Guns, swords, clubs, rocket
launchers, and knives are the tools of your trade. It is time to let
the master work.

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP.
The GM can also award extra Heroic Actions for heroic deeds or
any other reason they see fit.

CORE RULEBOOK | 89
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.

Weapon Specialization 9th


Personal Firearms Proficiency 1st At 9th level, you gain weapon specialization with a specific weapon
Beginning at 1st level, You can fire any sidearm or longarm without that you have already applied the Weapon Focus feat or class
penalty. Characters without this feat take a -5 penalty on attack feature to. You get a +2 bonus on damage rolls with the chosen
rolls made with personal firearms. weapon.

Skill Proficiency 2nd Improved Critical 13th


At 2nd level and every even-level after, you can choose to become At 13th level, for the weapon that you have applied Weapon
proficient in a new skill or increase your proficiency in a current Specialization to, attacks score a critical hit on a roll of 19 or 20.
skill by +1.
Crit Mastery 16th
Weapon Focus 2nd At 16th level, for the weapon that you have applied Weapon
At 2nd level, and again at 6th level, choose a specific weapon. You Specialization to, attacks score a critical hit on a roll of 18-20.
gain a +1 bonus on all attack rolls you make using the selected

Specialists
weapon.
Each time you use this feat, you must select a different weapon.

General Feat 3rd


Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
Bodyguard
you can choose any General Feat as long as you qualify for it. These Soldiers will risk themselves to protect others. A loyal
bodyguard can be the difference between surviving an ambush
Specialist 3rd and lying dead in the street.
At 3rd level, you choose a specialty that you wish to master,
Bodyguard, Grunt, Heavy Weapons Expert or Field Medic, all Harm’s Way 3rd
detailed at the end of the class description. Your specialist choice When you choose this archetype at 3rd level, once per round, if you
grants you features at 3rd level and then again at 7th, 10th, 15th, are adjacent to an ally who is targeted by a melee or ranged attack
and 18th level. (but not an area effect), you can subject yourself to the attack in

90 | DARKENERGY ROLEPLAYING GAME


the ally’s stead. If the attack hits you, you take damage normally. made in the round take a -2 penalty. This ability can only be
If it misses, it also misses the ally. used when taking the full attack action. The penalty applies to all
attacks for one full round.
You must declare your intention to place yourself in harm’s way
before the attack roll is made. You select your ally either prior to
combat or immediately after you make your initiative check. You Sharp-Shooting 10th
can’t change your ally for the duration of the combat. At 10th level, if you use a personal firearm to attack a target, the
cover bonus to the target’s Defense for one-quarter, one-half or
Combat Sense 3rd three-quarters cover is reduced by 2.
At 3rd level, this ability allows you to designate a single opponent
during your action and receive a +1 competence bonus on attacks Greater Weapon Focus 15th
against that opponent. You can select a new opponent on any At 15th level, you receive a +1 competence bonus on attack rolls
action. made with the firearm selected for the Weapon Focus ability. This
At 10th level, the competence bonus increases to +2. bonus stacks with the earlier bonus.

Sudden Action 7th Bullseye 18th


At 7th level, once per day, you can focus your effort to burst into At 18th level, you have become so adept at using the firearm to
sudden action when the situation calls for it. Your can change which you have applied Weapon Focus and Greater Weapon Focus
your place in the initiative order, moving higher in the count by a that your attacks with that firearm can deal extra damage. With a
number less than or equal to your class level, as you see fit. You successful attack, before damage is rolled, the you can spend 1
can declare the use of this ability at the start of any round, before action point to deal an additional +3d6 points of damage.
anyone else takes an action.

Improved Charge 10th Heavy Weapons Expert


At 10th level, you can make a charge without having to move in a Masters of exotic firearms, these heavy weapons experts have
straight line. All other charge rules apply, but you can alter your the ability to lay waste to anything they encounter. Overwhelming
direction when making a charge to avoid obstacles. firepower is the hallmark of these specialized Solders.

Defensive Strike 15th Advanced Firearms Proficiency 3rd


At 15th level, if an opponent makes a melee attack against you At 3rd level, you can fire any personal firearm on auto-fire without
and misses while you are using the total defense option, you penalty (provided, of course, that it has an auto-fire setting).
can attack that opponent on their next turn (as an attack action)
Characters without this feat take a -4 penalty on attack rolls made
with a +4 bonus on your attack roll. You gain no bonus against
with personal firearms set on auto-fire.
an opponent who doesn’t attack you or against an opponent who
makes a successful attack.
Burst Fire 7th
Blanket Protection 18th At 7th level, when using an automatic firearm with at least five
bullets loaded, you may fire a short burst as a single attack against
At 18th level, you can use your expertise to provide protection for
a single target. You receive a -4 penalty on the attack roll, but deal
up to six allies (not including yourself) within sight and voice range
+2 dice of damage. Firing a burst expends five bullets and can only
of your position.
be done if the weapon has five bullets in it.
You spend 1 action and takes a full-round action to issue orders
NORMAL: Auto-fire uses ten bullets, targets a 10-foot-by-10-foot
and directions. Doing this provides your allies with a +1 insight
area, and can’t be aimed at a specific target. Without this feat, if a
bonus to AC for 3 rounds.
character attempts an auto-fire attack at a specific target, it simply
counts as a normal attack and all the extra bullets are wasted.
Grunt If the firearm has a three-round burst setting, firing a burst expends
three bullets instead of five and can be used if the weapon has
These grunts are Soldiers that are masters of personal firearms. only three bullets in it.
They are tough, mean, strong and relentless. True survivalists that
can lay down lots of fire in a short amount of time. Exotic Firearms Proficiency 10th
At 10th and again at 18th level, choose a weapon type from the
Defensive Position 3rd following list: cannons, heavy machine guns, grenade launchers,
At 3rd level, you gain an additional +2 cover bonus to AC and an and rocket launchers.
additional +2 cover bonus on Dexterity saves whenever you have The character makes attack rolls with the weapon normally.
any level of cover.
A character who uses a weapon without being proficient with it
Lightning Shot 7th takes a -4 penalty on attack rolls.

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

Field Medic Healing Serum IV


HP Booster
25
15
2 weeks
1 day
2,000 Bu
25 Bu
Arguably the most important Solider is the field medic. In war, HP Booster II 20 3 days 100 Bu
injuries are a certainty. Without the aid of magic, it is the job of HP Booster III 25 1 week 750 Bu
these specialized Soldiers to heal their allies and keep them in
Mood Suppressor 15 1 hour 25 Bu
optimal fighting condition.
Mood Suppressor II 20 1 day 250 Bu
Medical Specialist 3rd
At 3rd level, you receive proficiency on Treat Injury and Craft:
Pharmaceutical checks. If you are already proficient you gain a +2
in that skill.

Tactical Medic Gear 3rd


At 3rd level, you gain an Medical Operator Kit which contains four
Healing Serum Is, two Antitoxins, one Mood Suppressor I and one
disposable hazmat suit.

Disease Expert 7th


At 7th level and higher, you have learned how to fight disease. You
have advantage on saving throws against diseases. You can also
treat infections in others, granting them advantage on their saving
throws.

Medical Mastery 10th


At 10th level and higher, your ability to restore hit points with a first
aid kit and a successful use of the Treat Injury skill improves by
+1. In addition to the normal hit point recovery rate (1d8 for a first
aid kit, you restore 1 hit point for every level Soldier level.

Minor Medical Miracle 15th


At 15th level, you can save a character reduced to -10 hit points
or lower. If you are able to administer aid within 3 rounds of the
character’s death, you can make a Treat Injury check. The DC for
this check is 30. If the check succeeds, the dead character can
make a Constitution save (DC 15) to stabilize and be restored to 0
hit points. If you fail the skill check or the patient fails the save, the
dead character can’t be saved.

Medical Miracle 18th


At 18th level, you can revive a character reduced to -10 hit points
or lower. If you are able to administer aid within 3 minutes of the
character’s death, you can make a Treat Injury check. The DC for
this check is 40. If the check succeeds, the dead character can
make a Constitution save (DC 20) to stabilize and be restored to
1d6 hit points. If you fail the skill check or the patient fails the
Constitution save, the dead character can’t be restored.

92 | DARKENERGY ROLEPLAYING GAME


OPERATIVE
Secrecy is the lifeblood of an Operative. You know better than
anyone the importance of keeping a secret... or revealing one. You
are a master of stealth and can infiltrate even the most secure
locations. Nothing can stay hidden from you when you apply your
investigation skills and extracting information is your specialty.
You are an Operative of the highest order and no one is beyond
your reach

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP.
The GM can also award extra Heroic Actions for heroic deeds or
any other reason they see fit.

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.

94 | DARKENERGY ROLEPLAYING GAME


Evasion 7th intelligence (Investigation) check against DC 10.

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.

Legendary Detective 17th Sweep 3rd


Starting at 3rd level, you know how to size up an area and get
At 17th level, you gain advantage on all checks involved in any of the lay of the land in a single sweep of your eyes that often isn’t
the abilities above, and on all saving throws except Constitution. All perceptible to those around you.
attempts to deceive you are done with disadvantage. Any creature
hit by your sneak attack automatically loses concentration and You can use your bonus action granted by your Cunning Action
cannot take reactions until your next turn. to make the Search action. You also gain advantage on the check
when looking for alarms, surveillance devices, escape routes and
any expensive objects that can easily be concealed and carried
Renegade away.

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.

Sadistic Precision 13th Master Infiltrator 17th


Starting at 13th level, a creature that takes damage from At 17th level, your infiltration dice are now d10s, and you can
your Brazen Attack must make a Wisdom saving throw, expend up to two infiltration dices for each check instead of only
(DC = 8 + Dexterity modifier + proficiency bonus) being frightened one.
until the start of your next turn on a failed save.
Additionally, whenever you make a check using tools you are not
proficient, you can add half your proficiency bonus to the check.
Ends Justify Means 17th
Starting at 17th level, when you successfully deal damage with
your Brazen Attack, those creatures must make a Constitution
saving throw, or be paralyzed until the end of your next turn, being
poisoned for a minute on a success.

96 | DARKENERGY ROLEPLAYING GAME


PSIONIC
A mind is a terrible thing to waste and no one knows this fact
better than a Psionic. You have unlocked the vast powers of
your mind and can bend the very fabric of reality to your
will. You have the ability to read other creature’s thoughts,
move things with your mind, change the weather around
you, infuse allies with courage, manipulate the perception
of your enemies, unleash blasts of pure psychic power,
and much more. If you think it, you can do it. Unlimited
possibilities await you as a Psionic.

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition
when your HP has hit 0 and regain 1 HP.

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.

98 | DARKENERGY ROLEPLAYING GAME


• If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit distance by up to 30 feet.
points, instead of dying, and you fall unconscious. You and your
gear disappear. You appear at a spot of your choice 1d3 days Psionic Surge 14th
later on the plane of existence where you died, having gained the
benefits of one long rest. Starting at 14th level, you can overload your psychic focus to batter
down an opponent’s defenses. You can impose disadvantage on
a target’s saving throw against a power or talent you use. You

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.

Superior Teleportation 10th Phantom Knife 14th


At 10th level, you gain a superior talent for teleportation. When you Starting at 14th level, you can make an attack that phases through
use a psionic power to teleport any distance, you can increase that most defenses. As an action, you can make one attack with

CORE RULEBOOK | 99
your psi-blade. Treat the target’s AC as 10 against this attack,
regardless of the target’s actual AC.

Improved Psychic Shield 14th


At 14th level, your psychic shield improves. It now provides a +6
bonus to AC.

Ultimate Psi-Blade 18th


At 18th level, your psi-blade increases further in damage capability.
It now deals 3d8 points of psychic damage on a successful attack.

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.

Psionic Resilience 3rd


Starting at 3rd level, your psionic energy grants you extraordinary
fortitude. At the start of each of your turns, you gain temporary hit
points equal to your Intelligence modifier (minimum of 0) if you
have at least 1 hit point.

Surge of Health 6th


Starting at 6th level, you can draw on your psychic focus to escape
death’s grasp. As a reaction when you take damage, you can halve
that damage against you. Your psychic focus immediately ends if
it’s active, and you can’t use it until you finish a short or long rest.
You can’t use this feature if you can’t use your psychic focus.

Spectral Form 10th


At 10th level, you gain the ability to become a ghostly figure of
psionic energy. As an action, you can transform into a transparent,
ghostly version of yourself. While in this form, you have resistance
to all damage, move at half speed, and can pass through objects
and creatures while moving but can’t willingly end your movement
in their spaces. The form lasts for 10 minutes or until you use an
action to end it.
Once you use this feature, you can’t use it again until you finish a
long rest.

Immortal Will 14th


Starting at 14th level, you can draw on your reserves of psionic
power to survive beyond death. At the end of your turn while at
0 hit points, you can spend 5 psi points to immediately regain a
number of hit points equal to your mystic level + your Constitution
modifier.

Avatar of Healing 18th


Beginning at 18th level, you project an aura of resilience. While
you aren’t incapacitated, each ally within 30 feet of you who can
see you regains additional hit points equal to your Intelligence
modifier (minimum of 0) whenever they regain hit points from a
psionic power.

100 | DARKENERGY ROLEPLAYING GAME


PSIONIC POWERS
COMMON TELEPATH BATTLE MIND MYSTIC
1-PSI POINT 1-PSI POINT 1-PSI POINT 1-PSI POINT
Floating Path Charming Damage Dealer Chain Lightning
Mental Weapon Darkness Enhance Weapon Corrosive Touch
Psionic Blast Depression Force Back Flesh of Stone
Psychic Parry Perceived Threat Incinerate Healing Thoughts
Push 2-PSI POINTS 2-PSI POINTS Ice Spear
Seize Weapon Assess Foe Defensive Foresight Soothing Presence
2-PSI POINTS Attention Grab Greater Strength Venom
Find Comfort Pre-Cog Wind Tunnel
Hold Weapon Coordinated Projectile Awareness 2-PSI POINTS
Psychic Tide Create Fear Psychic Backlash Acid
3-PSI POINTS Emotion Sense Thick Skin Cocoon
Fire Box Fake Conscience 3-PSI POINTS Ice Slick
Grab Incite Violence Enhanced Senses Illuminate
Identify Object Mindless Charge Group Cloak Primordial Resistance
Rebounding Field Remove Fear Pre-Cog II Tornado
5-PSI POINTS 3-PSI POINTS Telekinetic Wall Wall of Clouds
Detonation Assess Foe II Translucent Armor 3-PSI POINTS
Floating Path II Aura of Advantage 5-PSI POINTS Adaptation Reserve
Lurker Vision Aura of Mirth Augment Weapon Palisade
Water Breathing Phantom Blazing Armor Swap
6-PSI POINTS Restoration Covering Fire Water Cannon
Skip Travel X-Ray Vision Psychic Bubble 5-PSI POINTS
7-PSI POINTS 5-PSI POINTS Tactical Force Breath of Acid
Psychic Bombardment Dominating Will 6-PSI POINTS Breath of Life
Double-Cross Psychic Blast Lexicon
Group Panic Thick Skin II Light Ray
Mental Storm 7-PSI POINTS Lightning Dance
Revulsion Gigantic Mind Tickle
6-PSI POINTS Mad Rush Primordial Resistance II
Confidence Microscopic Recovery Field
Grand Delusion Overwhelming Assault Swap II
Psychic Paralysis Sleet Storm
7-PSI POINTS 6-PSI POINTS
Charming Presence Ice Wall
Imaginary Treasure Misty Form
Lasting Invisibility Thunder Screen
Psychic Domination Water Orb
7-PSI POINTS
Animate Elemental
Gateway
Poison Breath
Primordial Immunity
Restoring Touch
Thunder Dome

CORE RULEBOOK | 101


SHARPSHOOTER
You are the supreme distance killer. As a Sharpshooter you are
the elite of the elite in ranged combat. Bows and firearms are
your weapons of choice. The greater the range,
the better you like it. However, you aren’t afraid
to get up close and personal.
You may even choose to
have an animal companion to watch your back.
But your lethal prowess does not merely rely on such
mundane skills. You have also tapped into the vast powers of
nature. Elemental forces are yours to command. Blade, bullet and
spell make you a true triple-threat.

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the dying condition

102 | DARKENERGY ROLEPLAYING GAME


SHARPSHOOTER
Level Proficiency Feats Spells 1st 2nd 3rd 4th 5th
Bonus Known
1st +2 Background, Racial Trait, Favored Enemy, Natural Explorer, Heroic Action - - - - - -
2nd +2 Skill Prof, Fighting Style, Spellcasting 2 2 - - - -
3rd +2 General Feat, Vocation, Primeval Awareness 3 3 - - - -
4th +2 Skill Prof, Called Shots 3 3 - - - -
5th +3 Racial Trait, Extra Attack, Ability Score Improvement 4 4 2 - - -
6th +3 Skill Prof, Favored Enemy and Natural Explorer improvements 4 4 2 - - -
7th +3 General Feat, Vocation Feature 5 4 3 - - -
8th +3 Skill Prof, Land’s Stride 5 4 3 - - -
9th +4 Racial Trait 6 4 3 2 - -
10th +4 Skill Prof, Natural Explorer improvement, Hide in Plain Sight, Ability Score 6 4 3 2 - -
Improvement, Heroic Action
11th +4 General Feat, Vocation Feature 7 4 3 3 - -
12th +4 Skill Prof 7 4 3 3 - -
13th +5 Racial Trait 8 4 3 3 1 -
14th +5 Skill Prof, Favored Enemy improvement, Vanish 8 4 3 3 1 -
15th +5 General Feat, Vocation Feature, Ability Score Improvement 9 4 3 3 2 -
16th +5 Skill Prof 9 4 3 3 2 -
17th +6 Racial Trait 10 4 3 3 3 1
18th +6 Skill Prof, Feral Senses 10 4 3 3 3 1
19th +6 General Feat 11 4 3 3 3 2
20th +6 Skill Prof, Foe Slayer, Ability Score Improvement, Heroic Action 11 4 3 3 3 2

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

CORE RULEBOOK | 103


Skill Proficiency 2nd 1 mile of you (or within up to 6 miles if you are in your favored
terrain): aberrations, celestials, dragons, elementals, fiends, and
At 2nd level and every even-level after, you can choose to become undead. This feature doesn’t reveal the creatures’ location or
proficient in a new skill or increase your proficiency in a current number.
skill by +1.
Called Shots 4th
Spellcasting 2nd When you reach 4th level, you can make called shots (page 192).
By the time you reach 2nd level, you have learned to use the
magical essence of nature to cast spells from the Elemental spell
list.
Ability Score Improvement 5th
When you reach 5th level, and again at 10th, 15th, and 20th level,
Spell Slots 2nd 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
The Sharpshooter table shows how many spell slots you have to an ability score by 1 if it’s already 18 or above, or by 2 if it starts
cast your spells of 1st level and higher. To cast one of these spells, out below 18.
you must expend a slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest. Race Traits 5th
For example, if you know the 1st-level spell animal friendship and In addition to the initial race traits you started with, you gain a race
have a 1st level and a 2nd level spell slot available, you can cast trait at 5th, 9th, 13th, and 17th level. The list of race traits available
animal friendship using either slot. to you can be found in your race’s entry.

Spells Known of 1st Level and Higher Extra Attack 5th


You know two 1st level spells of your choice from the Elemental Beginning at 5th level, you can attack twice, instead of once,
spell list. whenever you take the Attack action on your turn.
The Spells Known column of the Sharpshooter table shows when
you learn more spells of your choice. Each of these spells must be Land’s Stride 8th
of a level for which you have spell slots. For instance, when you
Starting at 8th level, moving through nonmagical difficult terrain
reach 5th level in this class, you can learn one new spell of 1st or
costs you no extra movement. You can also pass through
2nd level.
nonmagical plants without being slowed by them and without
Additionally, when you gain a level in this class, you can choose taking damage from them if they have thorns, spines, or a similar
one of the Elemental spells you know and replace it with another hazard.
spell from the Elemental spell list, which also must be of a level for
In addition, you have advantage on saving throws against plants
which you have spell slots.
that are magically created or manipulated to impede movement,
such those created by the entangle spell.
Spellcasting Ability 2nd
Wisdom is your spellcasting ability for your Elemental spells, Hide in Plain Sight 10th
since your magic draws on your attunement to nature. You use
Starting at 10th level, you can spend 1 minute creating camouflage
your Wisdom whenever a spell refers to your spellcasting ability.
for yourself. You must have access to fresh mud, dirt, plants, soot,
In addition, you use your Wisdom modifier when setting the saving
and other naturally occurring materials with which to create your
throw DC for a Elemental spell you cast and when making an
camouflage.
attack roll with one.
Once you are camouflaged in this way, you can try to hide by
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
pressing yourself up against a solid surface, such as a tree or wall,
Spell attack modifier = your proficiency bonus + your Wisdom that is at least as tall and wide as you are. You gain a +10 bonus
modifier to Dexterity (Stealth) checks as long as you remain there without
moving or taking actions. Once you move or take an action or a
General Feat 3rd reaction, you must camouflage yourself again to gain this benefit.
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. Vanish 14th
Starting at 14th level, you can use the Hide action as a bonus
Vocation 3rd action on your turn. Also, you can’t be tracked by nonmagical
means, unless you choose to leave a trail.
At 3rd level, you choose a vocation that you strive to achieve:
Hunter, Sniper or Beast Lord, all are detailed at the end of the class
description. Your choice grants you features at 3rd level and again Feral Senses 18th
at 7th, 11th, and 15th level. At 18th level, you gain preternatural senses that help you fight
creatures you can’t see. When you attack a creature you can’t see,
Primeval Awareness 3rd your inability to see it doesn’t impose disadvantage on your attack
rolls against it.
Beginning at 3rd level, you can use your action and expend one
ranger spell slot to focus your awareness on the region around You are also aware of the location of any invisible creature within
you. For 1 minute per level of the spell slot you expend, you can 30 feet of you, provided that the creature isn’t hidden from you and
sense whether the following types of creatures are present within you aren’t blinded or deafened.

104 | DARKENERGY ROLEPLAYING GAME


Foe Slayer 20th on a creature’s momentum to lacerate or potentially impale it as
it enters the snare’s square, dealing 2d8 piercing damage. The
At 20th level, you become an unparalleled hunter of your enemies. creature must attempt a DC 17 basic Reflex saving throw.
Once on each of your turns, you can add your Wisdom modifier to
Flashbang Snare: When a creature enters this snare’s square,
the attack roll or the damage roll of an attack you make against
it triggers a flashbang device, which explodes with a bang that
one of your favored enemies. You can choose to use this feature
can be heard from 200 feet away and deals 1d8 fire damage. The
before or after the roll, but before any effects of the roll are applied.
creature must attempt a DC 18 Reflex save. On successful save,
the creature takes half damage, on a failure the creature takes full

Vocation damage and is deafened for one round.


Vice Snare: The snare’s jaws shut on the leg of a creature that
steps on it. The snare deals 5d6 piercing damage to the first
Hunter creature that enters its square; that creature must attempt a DC 18
Reflex save. On a successful save the creature takes half damage,
Hunters are the bulwark between civilization and the terrors of on a failed save the creature takes full damage and cannot move
the wilderness. They learn specialized techniques for fighting the until they have a successful save.
threats they face, from rampaging ogres and hordes of orcs to
towering giants and terrifying dragons. Tenacious Assault 11th
At 11th level, you have the ability to ensure your attacks count.
Hunter’s Prey 3rd If you miss with an attack during your turn, you can immediately
At 3rd level, you gain one of the following features of your choice. make an additional attack against the same creature. You can
gain one additional attack during your turn with this ability.
COLOSSUS SLAYER. Your tenacity can wear down the most potent
foes. When you hit a creature with a weapon attack, the creature
takes an extra 1d8 damage if it’s below its hit point maximum. You
Volley 15th
can deal this extra damage only once per turn. At 15th level, You can use your action to make a ranged attack
against any number of creatures within a 10 feet radius of a
GIANT KILLER. When a Large or larger creature within 5 feet of you point you can see within your weapon’s range. You must have
hits or misses you with an attack, you can use your reaction to ammunition for each target, as normal, and you make a separate
attack that creature immediately after its attack, provided that you attack roll for each target.
can see the creature.
HORDE BREAKER. Once on each of your turns when you make
a weapon attack, you can make another attack with the same Sniper (TL 1)
weapon against a different creature that is within 5 feet of the
original target and within range of your weapon. The sniper is the ultimate distance killer. Bows and longarms
are their preferred weapons. No enemy is safe when a sniper is
Long Range 3rd present.

At 3rd level, attacking at a weapon’s short or long range no longer


poses disadvantage on the attack roll.
Sharpest Shooter 3rd
You have mastered longarms and can make shots that others find
Surprise Attack 3rd impossible. You gain the following benefits:

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

CORE RULEBOOK | 105


Trick Shot 11th decisions, attitudes, and so on. If you are incapacitated or absent,
your companion acts on its own.
At 11th level, shooting a longarm has become so easy to you that
• When using your Natural Explorer feature, you and your animal
you’ve decided to challenge yourself by making trick shots. These
companion can both move stealthily at a normal pace.
trick shots have special effects that apply when you hit the target.
Choose three of the following special effects to learn. You may • Your companion uses your proficiency bonus rather than its
apply one effect per ranged weapon attack you make and only one own for attacks and skills which it is proficient in.
per attack action. You may use up twice your Wisdom modifier • An animal companion also adds your proficiency bonus to its
Trick Shots per short rest. AC and to its damage rolls.
DISARM. When you hit a creature with a longarm attack, it drops • For each level you gain after 3rd, your animal companion gains
one item (of your choice) that it is holding. That item flies 15 feet an additional hit die and increases its hit points accordingly.
from the creature in a random direction.
Whenever you gain the Ability Score Improvement class feature,
PIN. When you hit a creature with a longarm attack, it is immobilized your companion’s abilities also improve. Your companion can
until the end of your next turn. increase one ability score of your choice by 2, or it can increase
HEAD SHOT. When you hit a creature with a longarm attack, add two ability scores of your choice by 1. As normal, your companion
1d10 damage to the damage roll. can’t increase an ability score above 20 using this feature unless
its description specifies otherwise.
POISON ARROW. When you hit a creature with a longarm attack, it
is poisoned for its next 1d6 turns. Your animal companion gains the benefits of your Favored Enemy
feature, and of your Greater Favored Enemy feature when you gain
FORCEFUL SHOT. When you hit a creature with a longarm attack,
that feature at 6th level. It uses the favored enemies you selected
it is pushed back 10 feet.
for those features.
SETUP SHOT. When you hit a creature with a longarm attack, you
have advantage on your next attack against it. Coordinated Attack 7th
Ever Vigilant 15th Beginning at 7th level, when you use the Attack action on your
turn, if your companion can see you, it can use its reaction to make
At 15th level, you have become a vigilant guardian for all those you a melee attack against any creature within range.
protect, be it from close range or afar. You can use a reaction in
order to take a shot at any enemy that is within your weapon’s range
if they attempt to attack or cast a spell at any creatures friendly to
Storm of Claws and Fangs 11th
you. If you hit, the creature’s attack or spell automatically fails, At 11th level, your companion can use its action to make a melee
dealing no damage if it would normally do so. If they were casting attack against each creature of its choice within 5 feet of it, with
a spell, the spell slot is wasted. a separate attack roll for each target. This does not interfere with
Coordinated Attack.

Beast Lord Beast Master 15th


At 15th level, you gain the ability to summon a second beast
These Sharpshooters are a friend to all beasts and they assist
companion of CR 1/3 your level or lower.
them in their adventures. Not a lone wolf, beast lords hunt in packs
with their animal companions to make a fearsome team.

Animal Companion 3rd


At 3rd level, you can select your companion from any beast with
a CR of 1/4 of your level rounded down. However, your GM might
pick one of these animals for you, based on the surrounding terrain
and on what types of creatures would logically be present in the
area. At 7th level your CR cap increases to 1/3 your level.
Your animal companion gains all the benefits of your Companion’s
Bond ability.
If your animal companion is ever slain, the magical bond you share
allows you to return it to life. With a full day of rest, you call forth
your companion’s spirit and use your magic to create a new body
for it. You can return an animal companion to life in this manner
even if you do not possess any part of its body.
See Animal Companions on page 310.

Companion’s Bond 3rd


Your animal companion gains a variety of benefits while it is linked
to you.
• The companion obeys your commands as best it can. It rolls for
initiative like any other creature, but you determine its actions,

106 | DARKENERGY ROLEPLAYING GAME


SILVERTONGUE
Words hold power. Silvertongues know and appreciate this fact
more than most. As a Silvertongue, you are well aware that the
right words can soothe the savage beast or ignite the spark
of revolution. You have the wisdom and cunning to entice and
encourage. Victory belongs to those who control the narrative!

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level,
you gain a Heroic Action that can only be used once.
The Heroic Action can function as a any action or can
be used to lose the dying condition when your HP has
hit 0 and regain 1 HP.
The GM can also award extra Heroic Actions for heroic
deeds or any other reason they see fit.

CORE RULEBOOK | 107


follows: A hostile target ceases being Hostile, yet would not be
SILVERTONGUE
considered Friendly. A target who is neither Hostile nor Friendly
Level Proficiency Feats becomes Friendly with you. A target who is Friendly with you is
Bonus now Charmed. These effects last until you use this ability on a
1st +2 Background, Racial Trait, Heroic Action, different target. If your check fails, the target has advantage on its
Battle Cry, Con Artist, Scathing Insult Wisdom (Insight) roll to contest this for 1 hour.
2nd +2 Skill Prof, Commanding Presence At 20th level, Your soothing words have incredible power, getting
3rd +2 General Feat, Persuasiveness Feature you out of even the most difficult situations. If your check passes,
4th +2 Skill Prof, AutoCorrect you have the ability to shift the target’s opinion of you as follows:
5th +3 Racial Trait, Ability Score Improvement A Hostile target becomes friendly A target who is neither Friendly
nor Hostile becomes Charmed A target who is Friendly is Charmed
6th +3 Skill Prof, Distraction
A target who has gone into a Rage ceases their Rage immediately
7th +3 General Feat, Persuasiveness Feature and becomes Hostile to you. These effects last for as long as the
8th +3 Skill Prof, Class Feat target remains within 30 feet of you, and can be used on many
9th +4 Racial Trait targets at a time. If your check fails, the target has advantage on
its Wisdom (Insight) roll to contest this for 1 minute, rather than
10th +4 Skill Prof, Persuasiveness Feature, Ability
1 hour.
Score Improvement, Heroic Action
11th
12th
+4
+4
General Feat,
Skill Prof, Psychologist
Scathing Insult 1st
Words can hurt. As an attack action, you unleash a string of insults
13th +5 Racial Trait
laced with malicious hatred at a creature you can see within
14th +5 Skill Prof range. If the target can hear and understand you, it must succeed
15th +5 General Feat, Persuasiveness Feature, on a Charisma saving throw or take 1d6 fire damage and have
Ability Score Improvement disadvantage on the next attack roll it makes before the end of its
16th +5 Skill Prof next turn.
17th +6 Racial Trait On a successful save, the target gains advantage on the first
18th +6 Skill Prof, Persuasiveness Feature attack roll it makes against you before the end of its next turn.
19th +6 General Feat At Higher Levels. This feat’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
20th +6 Skill Prof, Ability Score Improvement,
Heroic Action
Commanding Presence 2nd
Starting at 2nd level, you gain proficiency in the Intimidation or
Battle Cry 1st Persuasion skill, and if you already have proficiency in them, you
can double your proficiency bonus.
At 1st level, you can inspire those around you to take up arms. As
a bonus action, you can call out to all allied creatures within 120
ft., making them deal addition damage on all attacks equal to your Skill Proficiency 2nd
Charisma modifier(minimum of one) until the start of your next At 2nd level and every even-level after, you can choose to become
turn. Once you use your Battle Cry in this way, you must complete proficient in a new skill or increase your proficiency in a current
a short or long rest before you can do so again. skill by +1.

Con Artist 1st General Feat 3rd


At 1st level, You develop your conversational skill to better deceive Starting at 3rd level, and again at 7th, 11th, 15th and 19th level,
others. When you take the Attack action on your turn, you can you can choose any General Feat as long as you qualify for it.
replace one attack with an attempt to deceive one humanoid you
can see within 30 feet of you that can see and hear you. Make Persuasiveness 3rd
a Charisma (Deception) check contested by the target’s Wisdom
(Perception) check. If your check succeeds: Any attack the targeted At 3rd level, you choose a specialty that you wish to master,
humanoid makes against you is made with disadvantage. Any Politician, Mentalist or Brawler, all detailed at the end of the class
attack or ability check you make against the targeted humanoid is description. Your program choice grants you features at 3rd level
made with advantage Both benefits last until the end of your next and then again at 7th, 10th, 15th, and 18th level.
turn or until you use this ability on a different target. If your check
fails, the target can’t be deceived by you in this way for 1 hour. AutoCorrect 4th
At 5th level, You have honed this ability and are able to use it At 4th level, as a reaction you can attempt to interrupt a creature in
outside of combat. If your check passes, you also have the ability the process of casting a spell that you can hear.
to make any humanoid who is neither hostile nor friendly towards If the creature is casting a spell of 2nd level or lower, you can
you now be considered friendly. Along with this, if your check fails, change the name of the spell and the spell automatically fails.
the target can’t be deceived by you in this way for 1 minute, rather Depending on how the name is changed, the GM can alter the spell
than 1 hour. to have some relatively harmless effect.
At 14th level, Your quick wit and sharp tongue have granted you If it is casting a spell of 3rd level or higher, make an ability check
the ability to get out of trouble in a pinch. If your check passes, using your charisma ability. The DC equals 10 + your Charisma
you also have the ability to shift the target’s opinion of you as modifier. On a success, the creature’s spell fails and is altered to a

108 | DARKENERGY ROLEPLAYING GAME


relatively harmless effect described by the GM.
Protection Services 3rd
Ability Score Improvement 5th At 5th level, you gain 1 henchmen that acts as your personal
bodyguard (page 297). You gain an additional henchmen at 10th,
When you reach 5th level, and again at 10th, 15th, and 20th level, 15th and 20th level.
you can increase four different ability scores. Your character can
use these ability score improvements to increase their ability
scores above 18. Improving an ability score increases it by 1 if it’s
Blameless 7th
already 18 or above, or by 2 if it starts out below 18. At 7th level you have mastered the art of shifting blame off
of yourself, and often onto other people. You have advantage
Race Traits 5th on Charisma (Deception) checks to convince someone of
your innocence. If your check passes, you can roll a Charisma
In addition to the initial race traits you started with, you gain a race (Deception) check contested by a Charisma (Persuasion) check to
trait at 5th, 9th, 13th, and 17th level. The list of race traits available shift the blame to another creature of your choosing.
to you can be found in your race’s entry.

Distraction 6th C ommanding Voice 10th


Beginning at 10th level when a friendly creature makes a melee
At 6th level, you can try to distract one humanoid you can see who attack against a creature that is within 5 feet of you, you can use
can see and hear you. Make a Charisma (Performance/Deception/ your reaction to grant advantage on the attack roll. Whenever
Persuasion) check contested by the humanoid’s Wisdom (Insight) you make a Charisma (Persuasion) check to motivate a crowd
check. If your check succeeds, you grab the humanoid’s attention or inspire troops, you have advantage on the roll. Count your
enough that it makes Wisdom (Perception) and Intelligence Charisma score as being 4 higher for the purposes of calculating
(Investigation) checks, and all attacks not made against you with the maximum loyalty score of followers.
disadvantage until you stop performing.
At 17th level, your ability to draw attention to yourself increases Leadership 15th
dramatically. If your check succeeds, you grab the humanoid’s
At 15th level you can spend 10 minutes inspiring your companions,
attention enough that it all ability checks are made with
shoring up their resolve to fight. When you do so, choose up to six
disadvantage and the humanoid cannot attack anyone other than
friendly creatures (which can include yourself) within 30 feet of
you, until you stop performing.
you who can see or hear you and who can understand you. Each
creature can gain temporary hit points equal to your level + your
Psychologist 12th Charisma modifier. A creature can’t gain temporary hit points from
At 12th level, you tear people apart from inside the mind You gain this feature again until it has finished a short or long rest.
the following benefits: Whenever you make a Wisdom (Treat Injury)
check to diagnose a mental illness or madness, you are considered Rabble Rouser 18th
proficient in the Treat Injury skill and add double your proficiency
At 18th level you have mastered the ability to get people to follow
bonus to the check, instead of your normal proficiency bonus.
you. In a settlement of village size or larger you can attract a
You have advantage on Intelligence (Investigation) or Wisdom
number of commoners equal to 5 times your Charisma modifier
(Perception) checks to discern illusions. If you spend at least 10
who will serve you loyally and even fight for you, at no cost besides
minutes observing or interacting with a creature with which you
basic lifestyle expenses. You may use a bonus action on each of
share a language, you have advantage on Wisdom (Insight) and
your turns to command the commoners to take one of the following
Charisma (Persuasion) checks made towards them
actions in addition to their movement: Attack, Dash, Disengage,
Dodge, Help, Hide, Search, or Use an Object. The commoners add

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.

Diplomacy 3rd Psionic Ability 3rd


At 3rd level, you master the arts of diplomacy. If you spend 1 Charisma is your ability for your psionic powers. You use your
minute talking to someone who can understand what you say, Charisma modifier when setting the saving throw DC for a psychic
you can make a Charisma (Persuasion) check contested by the power or when making an attack roll with one.
creature’s Wisdom (Insight) check. If the creature is Enraged,
Save DC = 8 + your proficiency bonus + your Charisma modifier
Hostile, or Opposed to you, your check automatically fails. If your
check succeeds, the target is charmed by you as long as it remains Attack modifier = your proficiency bonus + your Charisma modifier
within 60 feet of you and for 1 minute thereafter.
Observant 3rd
At 3rd level you are quick to notice details of your environment,
you gain the following benefits: If you can see a creature’s mouth

CORE RULEBOOK | 109


Charisma (Deception) check. If your check succeeds, you have
MENTALIST
advantage on attack rolls and ability checks against the target
Level Powers Known Psi Points until the end of your next turn.
3rd 1 2
4th 1 4 Sneak Attack 15th
5th 2 6 Beginning at 15th level, you know how to strike subtly and exploit a
6th 2 8 foe’s distraction. Once per turn, you can deal an extra 2d6 damage
7th 3 10 to one creature you hit with an Attack if you have advantage on
the Attack roll. You don’t need advantage on the Attack roll if
8th 3 12
another enemy of the target is within 5 feet of it, that enemy isn’t
9th 4 14 Incapacitated, and you don’t have disadvantage on the Attack roll.
10th 4 16
11th 5 18 Precognition 18th
12th 5 20 At 18th level your knowledge of human tendencies is so complete
13th 6 22 that you can easily predict your enemies next moves, you gain the
14th 6 24 following benefits: You gain a +5 bonus to initiative You also gain
the following abilities, which are each used as actions.
15th 7 26
16th 7 28 Predict Melee Attack: You attempt to predict the next attack that
will be launched against you. Your AC is +3 for the purposes of
17th 8 30
defending against melee attacks until your next turn, or until a
18th 8 32 melee attack is attempted, whichever happens first.
19th 9 34
Predict Ranged Attack: You attempt to predict the next attack that
20th 10 36 will be launched against you. Your AC is +3 for the purposes of
defending against ranged attacks until your next turn, or until a
while it is speaking a language you understand, you can interpret ranged attack is attempted, whichever happens first.
what it’s saying by reading its lips. Being in a lightly obscured Predict Next Move: You attempt to deduce the next move of a
area doesn’t impose disadvantage on your Wisdom (Perception) creature. Roll a Wisdom (Insight) check with a DC of the creature’s
checks if you can both see and hear. Intelligence Score. On a success you learn what they currently
plan on doing on their next turn, or, outside of combat, what they
Cold Read 7th next plan to do in general.
At 7th level, you have mastered the art of reading people, and have
honed it to an art. You can spend 10 minutes talking to someone. MENTALIST POWERS
Doing so gives you information about their -Class Levels and 1-PSI POINT
subclass -Background -Alignment -Names of Close Family Charming Psychic Parry
Members You can press further, and learn any one specific piece
Mental Weapon Push
of information that the target knows and is not actively hiding.
Make a Charisma (Deception/Persuasion) check contested by Psionic Blast Seize Weapon
the target’s Wisdom (Insight) check. This check is made with 2-PSI POINTS
disadvantage if the target is Hostile or Opposed to you, and is Attention Grab Find
made with advantage if the target is Friendly with you. If your
Comfort Hold Weapon
check succeeds, you get the piece of information, if it fails, the
target knows you are cold reading them. Create Fear Psychic Tide
Emotion Sense Remove Fear
At 15th level, you have mastered the art of reading people, and have
honed it to an art. You can spend 10 minutes talking to someone, 3-PSI POINTS
giving you the general info as usual with Cold Read. You can press Fire Box Identify Object
further, and learn any specific information the target knows. Make a Grab Rebounding Field
Charisma (Deception/Persuasion) check contested by the target’s
5-PSI POINTS
Wisdom (Insight) check. This check is made with advantage if the
target is indifferent, friendly, or charmed, if the target is enraged, Detonation Group Panic
hostile, or opposed, the check is made regularly. If your check Floating Path II Lurker Vision
succeeds, you get the information, if it fails, the target knows you 6-PSI POINTS
are cold reading them.
Confidence Skip Travel

Empathy 10th Charming Presence


7-PSI POINTS
Psychic Bombardment
At 10th level you possess keen insight into how other people
think and feel. You gain the following benefits: Use your Wisdom
(Insight) modifier plus your Proficiency Bonus instead of your
dexterity modifier for initiative You can use your action to try to get
uncanny insight about one humanoid you can see within 30 feet
of you. Make a Wisdom (Insight) check contested by the target’s

110 | DARKENERGY ROLEPLAYING GAME


Brawler
Deadly even with nothing in their hands, a brawler eschews using
the fighter’s heavy armor and the monk’s mysticism, focusing
instead on perfecting many styles of brutal unarmed combat.
Versatile, agile, and able to adapt to most enemy attacks, a
brawler’s body is a powerful weapon.

Martial arts 3rD


At 3rd level, you gain proficiency with martial weapons and the
following benefits while you are unarmed or wielding a weapon
and you aren’t wearing a shield, medium or heavy armor:
You can use Dexterity instead of Strength for your attack and
damage rolls.
When you use the Attack action with an unarmed strike or a weapon,
you can make one unarmed strike as a bonus action. For example,
if you take the Attack action and 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.

PriMal screaM 7th


By 7th level, your very voice can be a source of horror for some.
As an action, you may make all enemy creatures within 60 ft. of
you make a Wisdom saving throw equal to 8 + your proficiency
bonus + your Charisma modifier. On failure, they are frightened
for 1 minute. At the end of their turn they may repeat this saving
throw. A creature that succeeds on this saving throw is immune
to your aura for 24 hours. You regain use of this feature after you
finish a short or long rest.

harDeneD resolve 10th


By 10th level, you have steeled your resolve. When you fail an
ability saving throw, you can choose to succeed instead. You can
use this feature equal to your Charisma modifier rounded down.
You regain use of this feature after you finish a long rest.

exPerienceD coMbative 15th


By 15th level, you have obtained unrivaled experience in close
range combat. Whenever you are hit with a melee attack, you may
use your reaction to reduce the damage by 2d8 + your Strength
and Constitution modifier.

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.

CORE RULEBOOK | 111


TEMPLAR
A Templar is the ultimate defender of faith. As a Templar, your Oath is your life. You have devoted yourself to your belief and strive to
overcome all challengers to your holy calling. You wield divine power to smite your foes while summing powerful shields to protect your
allies. As a devout Templar for Good, you can turn evil creatures away or as a Dark Templar those evil creatures can be bent to your will.
You are the instrument of divine will. Go forth and become the champion that you were born to be.

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.

heroic action 1st


Starting at 1st level, and again at 10th and 20th level, you gain a
Heroic Action that can only be used once. The Heroic Action can
function as a any action or can be used to lose the
dying condition when your HP has hit 0 and regain 1 HP.
The GM can also award extra Heroic Actions for heroic
deeds or any other reason they see fit.

112 | DARKENERGY ROLEPLAYING GAME


TEMPLAR
Level Proficiency Bonus Feats 1st 2nd 3rd 4th 5th
1st +2 Background, Racial Trait, Sense Allegiance, Lay on Hands, - - - - -
Heroic Action, Shield, Shield Block
2nd +2 Skill Prof, Fighting Style, Spellcasting, Smite 2 - - - -
3rd +2 General Feat, Divine Health, Sacred Oath, Channel Divinity 3 - - - -
4th +2 Skill Prof 4 1 - - -
5th +3 Racial Trait, Extra Attack, Ability Score Improvement 4 2 - - -
6th +3 Skill Prof, Protective Barrier 5 2 - - -
7th +3 General Feat, Sacred Oath feature 5 3 - - -
8th +3 Skill Prof 5 3 1 - -
9th +4 Racial Trait 5 3 2 - -
10th +4 Skill Prof, Aura of Courage, Ability Score Improvement, Heroic Action 5 3 2 - -
11th +4 General Feat, Improved Smite 6 3 3 - -
12th +4 Skill Prof 6 3 3 - -
13th +5 Racial Trait 6 4 3 1 -
14th +5 Skill Prof, Cleansing Touch 6 4 3 1 -
15th +5 General Feat, Sacred Oath feature, Ability Score Improvement 6 4 3 2 -
16th +5 Skill Prof 6 4 4 2 -
17th +6 Racial Trait 6 4 4 3 1
18th +6 Skill Prof, Aura Improvements 6 4 4 3 1
19th +6 General Feat 6 4 4 4 2
20th +6 Skill Prof, Sacred Oath feature, Ability Score Improvement, Heroic Action 6 4 4 4 3

sense alleGiance 1st shielD block 1st


The presence of strong evil and powerful good awakens your You gain the Shield Block general feat. This is a reaction that lets
senses. As an action, you can open your awareness to detect such you reduce damage with your shield.
forces. Until the end of your next turn, you know the location of any
celestial, fiend, or undead within 60 feet of you that is not behind skill Proficiency 2nD
total cover. You know the type (celestial, fiend, or undead) of any
being whose presence you sense, but not its identity. Within the At 2nd level and every even-level after, you can choose to become
same radius, you also detect the presence of any place or object proficient in a new skill or increase your proficiency in a current
that has been consecrated or desecrated, as with the hallow spell. skill by +1.

You can use this feature a number of times equal to 1 + your


Wisdom modifier. When you finish a long rest, you regain all
fiGhtinG style 2nD
expended uses. At 2nd level, you adopt a style of fighting as your specialty. Choose
one of the following options. You can’t take a Fighting Style option
lay on hanDs 1st more than once, even if you later get to choose again.

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.

shielD 1st sPellcastinG 2nD


You know the Shield spell and it is a Cantrip for you. By 2nd level, you have learned to draw on divine magic through
meditation and prayer to cast spells as a Disciple does.

CORE RULEBOOK | 113


Preparing and Casting Spells 2nd stage, committed to the path but not yet sworn to it. Now you
choose the Oath of Good, Neutral or Evil, all detailed at the end of
The Templar table shows how many spell slots you have to cast the class description.
your spells. To cast one of your Templar spells of 1st level or
Your choice grants you features at 3rd level and again at 7th, 15th,
higher, you must expend a slot of the spell’s level or higher. You
and 20th level. Those features include oath spells and the Channel
regain all expended spell slots when you finish a long rest.
Divinity feature.
You prepare the list of Templar spells that are available for you to
cast, choosing from the Divine spell list. When you do so, choose a
number of Divine spells equal to your Wisdom modifier + half your
Channel Divinity 3rd
Templar level, rounded down (minimum of one spell). The spells Your oath allows you to channel divine energy to fuel magical
must be of a level for which you have spell slots. effects. Each Channel Divinity option provided by your oath
explains how to use it.
For example, if you are a 5th level Templar, you have four 1st level
and two 2nd level spell slots. With a Wisdom of 14, your list of When you use your Channel Divinity, you choose which option to
prepared spells can include four spells of 1st or 2nd level, in any use. You must then finish a short or long rest to use your Channel
combination. If you prepare the 1st level spell cure wounds, you Divinity again.
can cast it using a 1st level or a 2nd level slot. Casting the spell Some Channel Divinity effects require saving throws. When you
doesn’t remove it from your list of prepared spells. use such an effect from this class, the DC equals your Templar
You can change your list of prepared spells when you finish a long spell save DC.
rest. Preparing a new list of Divine spells requires time spent in
prayer and meditation: at least 1 minute per spell level for each Ability Score Improvement 5th
spell on your list. 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
Spellcasting Ability 2nd increase two ability scores by 1. Your character can only improve
Wisdom is your spellcasting ability for your Divine spells, since an ability score by 1 if it’s already 18 or above, or by 2 if it starts
their power derives from the strength of your convictions. You use out below 18.
your Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the saving Race Traits 5th
throw DC for a Templar spell you cast and when making an attack In addition to the initial race traits you started with, you gain a race
roll with one. trait at 5th, 9th, 13th, and 17th level. The list of race traits available
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier to you can be found in your race’s entry.
Spell attack modifier = your proficiency bonus + your Wisdom
modifier Extra Attack 5th
Beginning at 5th level, you can attack twice, instead of once,
Spellcasting Focus 2nd whenever you take the Attack action on your turn.
You can use a holy symbol as a spellcasting focus for your Divine
spells. Protective Barrier 6th
At 6th level, as an action, you create a transparent wall of divine
Smite 2nd energy, at least one portion of which must be within 25 feet of you.
The wall is 20 feet long, 10 feet high, and 1 inch thick. The wall
Starting at 2nd level, when you hit a creature with a melee weapon
lasts until your concentration ends or you release it.
attack, you can expend one spell slot to deal radiant (good/
neutral) or necrotic (evil) damage to the target depending on your At 18th level you can split your concentration and summon two
alignment, in addition to the weapon’s damage. The extra damage Barriers at the same time. Both will end if your concentration is
is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher broken.
than 1st, to a maximum of 5d8.
For the good or neutrally aligned Templar, the damage increases Aura of Courage 10th
by an additional 1d8 if the target is an undead, a fiend or of evil Starting at 10th level, you and friendly creatures within 10 feet of
alignment. you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
General Feat 3rd
Starting at 3rd level, and again at 7th, 11th, 15th and 19th level, Improved Smite 11th
you can choose any General Feat as long as you qualify for it.
By 11th level, you are so suffused with divine might that all your
melee weapon strikes carry divine power with them. Whenever you
Divine Health 3rd hit a creature with a melee weapon, the creature takes an extra
By 3rd level, the divine magic flowing through you makes you 1d8 radiant or necrotic damage. If you also use your Smite with
immune to disease. an attack, you add this damage to the extra damage of your Smite.

Sacred Oath 3rd Cleansing Touch 14th


When you reach 3rd level, you swear the oath that binds you as Beginning at 14th level, you can use your action to end one spell
a Templar forever. Up to this time you have been in a preparatory on yourself or on one willing creature that you touch. You can use

114 | DARKENERGY ROLEPLAYING GAME


this feature a number of times equal to your Wisdom modifier (a gain the following benefits:
minimum of once). You regain expended uses when you finish a • Wings sprout from your back and grant you a flying speed of 60
long rest. feet.
• You emanate an aura of menace in a 30-foot radius. The first
Sacred Oaths time any enemy creature enters the aura or starts its turn there
during a battle, the creature must succeed on a Wisdom saving
throw or become frightened of you for 1 minute or until it takes
GOOD OATH any damage.
Attack rolls against the frightened creature have advantage.
The Good Oath binds a Templar to the loftiest ideals of justice, Once you use this feature, you can’t use it again until you finish a
virtue, and order. Sometimes called cavaliers, white knights, long rest.
or holy warriors, these Templars meet the ideal of the knight in
shining armor, acting with honor in pursuit of justice and the
greater good. They hold themselves to the highest standards of
conduct, and some, for better or worse, hold the rest of the world
NEUTRAL OATH
to the same standards. Many who swear this oath are devoted to The Neutral Oath is still considered ‘Good’ in the fact that they still
gods of law and good and use their gods’ tenets as the measure use radiant power, but the Neutral Templars are not necessarily
of their devotion. They hold angels—the perfect servants of good— devoted to a Good deity or any deity at all. Some have such a belief
as their ideals, and incorporate images of angelic wings into their in either them self or others that they manifest divine powers.
helmets or coats of arms.
Spellcasting Focus 3rd
Channel Divinity 3rd Because of your neutral oath, you don’t need a physical object as
When you take this oath at 3rd level, you gain the following two your spellcasting focus. You can use yourself or an ally as your
Channel Divinity options. focus.

Channel Divinity: Vow of Enmity Channel Divinity 3rd


As a bonus action, you can utter a vow of enmity against a creature When you take this oath at 3rd level, you gain the following two
you can see within 10 feet of you, using your Channel Divinity. You Channel Divinity options.
gain advantage on attack rolls against the creature for 1 minute or
until it drops to 0 hit points or falls unconscious. Channel Divinity: Abjure Enemy
Channel Divinity: Turn the Unholy As an action, you present your holy symbol and speak a prayer
of denunciation, using your Channel Divinity. Choose one creature
As an action, you present your holy symbol and speak a prayer within 60 feet of you that you can see. That creature must make
censuring fiend and undead, using your Channel Divinity. Each a Wisdom saving throw, unless it is immune to being frightened.
fiend or undead that can see or hear you within 30 feet of you must Fiends and undead have disadvantage on this saving throw. On a
make a Wisdom saving throw. If the creature fails its saving throw, failed save, the creature is frightened for 1 minute or until it takes
it is turned for 1 minute or until it takes damage. any damage. While frightened, the creature’s speed is 0, and it
A turned creature must spend its turns trying to move as far away can’t benefit from any bonus to its speed. On a successful save,
from you as it can, and it can’t willingly move to a space within 30 the creature’s speed is halved for 1 minute or until the creature
feet of you. It also can’t take reactions. For its action, it can use takes any damage.
only the Dash action or try to escape from an effect that prevents
it from moving. If there’s nowhere to move, the creature can use Channel Divinity: Holy Flame
the Dodge action. As an action, you tap into the Ether. For one minute per Templar
level, you gain the following benefits:
Aura of Devotion 7th • Enhanced Darkvision – you can see in magical darkness
Starting at 7th level, you and friendly creatures within 10 feet of
you can’t be charmed while you are conscious. • You have advantage on all saving throws.

At 18th level, the range of this aura increases to 30 feet. • You gain 2 temporary Hit Point per Templar level.

Soul of Vengeance 15th Aura of Warding 7th


Starting at 15th level, the authority with which you speak your Vow Beginning at 7th level, ancient magic lies so heavily upon you that
of Enmity gives you greater power over your foe. When a creature it forms an eldritch ward. You and friendly creatures within 10 feet
under the effect of your Vow of Enmity makes an attack, you can of you have resistance to damage from spells.
use your reaction to make a melee weapon attack against that At 18th level, the range of this aura increases to 30 feet.
creature if it is within range.
Undying Sentinel 15th
Avenging Angel 20th Starting at 15th level, when you are reduced to 0 hit points and are
At 20th level, you can assume the form of an angelic avenger. not killed outright, you can choose to drop to 1 hit point instead.
Using your action, you undergo a transformation. For 1 hour, you Once you use this ability, you can’t use it again until you finish a

CORE RULEBOOK | 115


long rest. Additionally, you suffer none of the drawbacks of old
age, and you can’t be aged magically.
Aura of Malice 7th
Starting at 7th level, you and any creatures allied to you within
Corona 20th 10 feet of you, gain a bonus to melee weapon damage rolls equal
to your Wisdom modifier (minimum of +1). A creature can benefit
At 20th level, as an action, you unleash a blast of radiant damage from this feature from only one Dark Templar at a time. At 18th
in a 10 ft. radius around you. Each creature in that area must make level, the range of this aura increases to 30 feet.
a Dexterity saving throw, taking 10d10 radiant damage on a failed
save, or half as much damage on a successful one.
Command the Unholy 10th
Once you use this feature, you can’t use it again until you finish a
Starting at 10th level, when a fiend or undead fails its saving throw
long rest.
against your Rebuke the Unholy feature, the creature becomes
commanded and falls under your mental control if its CR of 1/4 of
EVIL OATH your Templar level rounded down.

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.

Channel Divinity 3rd


When you take this oath at 3rd level, you gain the following two
Channel Divinity options.

Channel Divinity: Desecrated Weapon


As an action, you can imbue one weapon that you are holding with
negative energy, using your Channel Divinity. For 1 minute, you
add your Charisma modifier to attack rolls made with that weapon
(with a minimum bonus of +1). The weapon also emits hellish light
in a 20-foot radius and dim light 20 feet beyond that. If the weapon
is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action.
If you are no longer holding or carrying this weapon, or if you fall
unconscious, this effect ends.

Channel Divinity: Rebuke the Unholy


As an action, you present your holy symbol and speak a prayer
censuring fiends and undead, using your Channel Divinity. Each
fiend or undead that can see or hear you within 30 feet of you must
make a Wisdom saving throw. If the creature fails its saving throw,
it is rebuked for 1 minute or until it takes damage.
A rebuked creature cannot move, as it just spend its turns cowering
in awe.

116 | DARKENERGY ROLEPLAYING GAME


WARRIOR
As a true Warrior, you are the personification of martial skill and a
master of warfare. All weapons and armors are known to you and
there is no limit to your skills in combat. You have become one
with your weapons and nothing can stand in your way. Tactics
come second nature to you and you have honed those skills to
perfection. Your prowess is in high demand in these chaotic
times. Others will look to you for protection or perhaps as a
rival. Be wary, the life of a Warrior is a difficult one, but it can
also be the most rewarding.

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.

CORE RULEBOOK | 117


WARRIOR Two-Weapon Fighting. When you engage in two weapon fighting,
you can add your ability modifier to the damage of the second
Level Proficiency Feats attack.
Bonus
1st +2 Background, Racial Trait, Fighting Style, Second Wind. You have a limited well of stamina that you can
Second Wind, Heroic Action, Shield Block draw on to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d10 + your fighter
2nd +2 Skill Prof, Action Surge (one use)
level. Once you use this feature, you must finish a short or long
3rd +2 General Feat, Militant Occupation rest before you can use it again.
4th +2 Skill Prof
5th +3 Racial Trait, Extra Attack, Ability Score Shield Block 1st
Improvement
You gain the Shield Block general feat a reaction that lets you
6th +3 Skill Prof reduce damage with your shield.
7th +3 General Feat, Militant Occupation Feature
8th +3 Skill Prof Skill Proficiency 2nd
9th +4 Racial Trait, Indomitable (one use) At 2nd level and every even-level after, you can choose to become
10th +4 Skill Prof, Militant Occupation Feature, proficient in a new skill or increase your proficiency in a current
Ability Score Improvement, Heroic Action skill by +1.
11th +4 General Feat, Extra Attack (2)
12th +4 Skill Prof Action Surge 2nd
13th +5 Racial Trait, Indomitable (2 uses) Starting at 2nd level, you can push yourself beyond your normal
14th +5 Skill Prof limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action.
15th +5 General Feat, Militant Occupation Feature,
Ability Score Improvement Once you use this feature, you must finish a short or long rest
16th +5 Skill Prof before you can use it again. Starting at 17th level, you can use it
twice before a rest, but only once on the same turn.
17th +6 Racial Trait, Action Surge (2 uses),
Indomitable (3 uses)
18th +6 Skill Prof, Militant Occupation Feature
General Feat 3rd
19th +6 General Feat 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, Extra Attack (3), Ability Score
Improvement, Heroic Action
Militant Occupation 3rd
Heroic Action 1st At 3rd level, you choose an occupation that you strive to emulate
in your combat styles and techniques. Choose Mercenary, Man-
Starting at 1st level, and again at 10th and 20th level, you gain a at-Arms, or Drifter, all detailed at the end of the class description.
Heroic Action that can only be used once. The Heroic Action can The archetype you choose grants you features at 3rd level and
function as a any action or can be used to lose the dying condition again at 7th, 10th, 15th, and 18th level.
when your HP has hit 0 and regain 1 HP.
The GM can also award extra Heroic Actions for heroic deeds or Ability Score Improvement 5th
any other reason they see fit.
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
Fighting Style 1st increase two ability scores by 1. Your character can only improve
You adopt a particular style of fighting as your specialty. Choose an ability score by 1 if it’s already 18 or above, or by 2 if it starts
one of the following options. You can’t take a Fighting Style option out below 18.
more than once, even if you later get to choose again.
Shooter. You gain a +2 bonus to attack rolls you make with ranged Race Traits 5th
weapons. In addition to the initial race traits you started with, you gain a race
Defense. While you are wearing armor, you gain a +1 bonus to AC. trait at 5th, 9th, 13th, and 17th level. The list of race traits available
to you can be found in your race’s entry.
Dueling. When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Extra Attack 5th
Beginning at 5th level, you can attack twice, instead of once,
Great Weapon Fighting. When you roll a 1 or 2 on a damage die whenever you take the Attack action on your turn.
for an attack you make with a melee weapon that you are wielding
with two hands, you can reroll the die and must use the new roll, The number of attacks increases to three when you reach 11th
even if the new roll is a 1 or a 2. The weapon must have the two level in this class and to four when you reach 20th level in this
handed or versatile property for you to gain this benefit. class.
Protection. When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your reaction to Indomitable 9th
impose disadvantage on the attack roll. You must be wielding a Beginning at 9th level, you can reroll a saving throw that you fail. If
shield. you do so, you must use the new roll, and you can’t use this feature

118 | DARKENERGY ROLEPLAYING GAME


again until you finish a long rest.
Follow Through 10th
You can use this feature twice between long rests starting at 13th
At 10th level, if you successfully landed an attack with at least
level and three times between long rests starting at 17th level.
2 different weapons, you can use a bonus action to force a
contested Athletics check after the attack resolves, pushing the

Militant Occupation target a number of feet equal to 5 times your strength modifier on
a failed roll.

Master of Arms 15th


Mercenary Starting at 15th level, each time you hit an attack with a different
The mercenary often has a bad reputation for being a bad guy. But weapon on the same turn, you gain an additional 1 damage on
mercenaries don’t care what other people think. They love a good subsequent damage rolls.
fight and will gladly get paid to do what they love.
Thousand Blades 18th
Shieldless 3rd At 18th level, when you take the attack action, you can choose
Starting at 3rd level you gain a +1 bonus to weapon attack rolls to make 7 attacks, each one must use a different weapon. You
and a +1 bonus AC when you wield a versatile weapon in both cannot move or use bonus actions the turn you use this ability;
hands, a two-handed weapon, or light weapon in each hand. this feature can only be used once per long rest.

True Heart 7th Drifter


Starting at 7th level, if you observe a humanoid for 1 minute you
gain advantage on subsequent Wisdom (Perception) checks made Some Warriors roam wherever the fates take them. These drifters
to determine their alignment and motives. call no place home and therefore are always on the lookout for
danger. They live a life of adventure and will take the path least
Not to Be Outdone 10th traveled.
From 10th level onwards, when a melee attack roll is made against
you, you can use your reaction to gain a +2 bonus to your next Tactical Aid 3rd
melee attack roll and damage roll against the triggering creature Beginning when you choose this archetype at 3rd level, as a bonus
before the end of your next turn. action, you can give advantage to an ally on the next ability check
or attack roll versus an opponent you can see within 30 feet of
Anticipate and Move 15th you. You can use this feature a number of times equal to your
proficiency bonus before finishing a short or long rest.
From 15th level onwards, you gain the Opportunity Attack feat and
the first opportunity attack you make each round does not use up
your reaction. Superiority 3rd
When you choose this archetype at 3rd level, you learn maneuvers
Survivor 18th that are fueled by special dice called superiority dice.
Starting at 18th level, at the start of each of your turns if you have Maneuvers. You learn three maneuvers of your choice, which are
less than half your hit points and you are not incapacitated, you detailed under “Maneuvers” below.
regain 5 + your Constitution modifier hit points.. Many maneuvers enhance an attack in some way. You can use
only one maneuver per attack.

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)

Armed and Dangerous 7th Maneuvers 3rd


Starting at 7th level, you can forgo half your movement on your
CLAPBACK. When a creature damages you, you can use your
turn to swap weapons. Additionally you can change weapons as
reaction to cast compelled duel. The creature takes 2d6 psychic
a free action once per round. You can use this free action twice,
damage on a failed save, and half as much damage on a success.
regaining all charges on a short rest. You also gain proficiency
in Intimidation, adding double your proficiency bonus if you are REACTIVE. You can cast compelled duel or vicious mockery as
already proficient in the skill. You also gain advantage on Arcana bonus actions on your turn. You can cast vicious mockery as a
checks made on weapons. reaction to taking damage.

CORE RULEBOOK | 119


PARTING SHOT. When a creature reduces you to 0 hit points or
critically hits you with an attack, you can use your reaction to
make a weapon attack against that creature.
SUPERIORITY You make the attack with advantage. If you
SUPERIORITY.
succeed, you regain hit points equal to your Charisma modifier
(minimum of 1).
FINISHING MOVE. When you hit a creature whose size category is
equal to or greater than your own with a weapon attack, you can
expend one superiority die to perform a flashy finishing move. You
add the superiority die to the attack’s damage roll, and if the attack
reduces the target to 0 hit points, you regain one spent superiority
die.
CLEAN BREAK. If you are suffering from the grappled, restrained
or paralysed conditions on your turn, you can expend a superiority
die to shrug off such bonds. The condition ends immediately.

liGhtninG reflexes 7th


At 7th level, your pure grit allows you to react before others in
combat. You gain advantage on initiative rolls.

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.

surGe stockMan 15th


Starting at 15th level, when you action surge, you can instantly
reload any ranged weapons you have, ignore the loading and
reload properties for 1 minute, and immediately move 5 feet
without provoking opportunity attacks.

first contact 18th


At 18th level, if you take the Attack action on your first turn of a
combat, you can make one additional ranged weapon attack as
part of that action.

120 | DARKENERGY ROLEPLAYING GAME


BACKGROUNDS
You might want to tweak some of the features of a background so
it better fits your character or the campaign setting. To customize
a background, you can replace one feature with any other one,
choose any two skills, and choose tool proficiencies or languages
from the sample backgrounds. You can either use the equipment
package from your background or spend coin on gear as described
in the equipment section. (If you spend Barter Units, you can’t also
take the equipment package suggested for your class.)
Each background has available Barter Units to purchase your
starting equipment at 1st level. If you are starting with a character
higher than 1st level increase the available Bu by 50 for every five
character levels or the GM can assign their own starting Bu.
If any of the skill proficiencies gained from your background are
skills that you are already proficient in, you gain a +2 to that skill.
If a skill like Knowledge or Crafting is listed and no specific type is
given, then you can choose any type from that skill.
If you can’t find a feature that matches your desired background,
work with your GM to create one.

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

CORE RULEBOOK | 121


Celebrity ability auGMents
INTELLIGENCE OR WISDOM
A celebrity is anyone who, for whatever reason, has been thrust
into the spotlight of the public eye. Actors, entertainers of all FREE
types, newscasters, radio and television personalities, and more
fall under this starting occupation.
Available Barter units: 350 Bu
Emergency Services
Rescue workers, firefighters, paramedics, hazardous material
skill Proficiencies handlers, and emergency medical technicians fall under this
(choose two): Craft (visual art or writing), Persuasion, Deception, category.
Performance and Occultism Available Barter units: 300 Bu

tool Proficiencies skill Proficiencies


Calligrapher’s supplies, forgery kit (choose two): Athletics, Computer Use, Knowledge (science),
Perception, Treat Injury and Survival
ability auGMents
CHARISMA OR WISDOM tool Proficiencies
Evidence kit, first aid kit
FREE
ability auGMents
Creative INTELLIGENCE OR WISDOM
The creative starting occupation covers artists of all types who FREE
fan their creative spark into a career. Illustrators, copywriters,
cartoonists, graphic artists, novelists, tattoo artists, actors,
sculptors, game designers, musicians, screenwriters, Felon
photographers, and web designers all fall under this occupation.
You are an experienced criminal with a history of breaking the
Available Barter units: 175 Bu law. You have spent a lot of time among other criminals and still
have contacts within the criminal underworld. You’re far closer
skill Proficiencies than most people to the world of murder, theft, and violence that
(choose two): Computer Use, Craft (visual art, writing or tattoo), pervades the underbelly of civilization, and you have survived up
Knowledge, Performance, Slight of Hand and Perception to this point by flouting the rules and regulations of society.
Available Barter units: 150 Bu
tool Proficiencies
(choose two): calligrapher’s supplies, cartographer’s tools, cook’s skill Proficiencies
tools, painter’s supplies, potter’s tools and tattoo artist’s tools (choose two): Deception, Stealth, Slight of Hand, Survival,
Intimidation and Disable Device
ability auGMents
INTELLIGENCE OR CHARISMA tool Proficiencies
Thieves’ tools, forgery kit
FREE
ability auGMents
Doctor DEXTERITY OR INTELLIGENCE
A doctor can be a physician (general practitioner or specialist), a FREE
surgeon or a psychiatrist.
Available Barter units: 350 Bu
Law Enforcement
skill Proficiencies Law enforcement personnel include uniformed police, state
(choose two): Craft (Pharmaceutical), Computer Use, Knowledge( troopers, federal police, federal agents, SWAT team members, and
Science), Treat Injury and Persuasion military police.
Available Barter units: 200 Bu
tool Proficiencies
(choose two): chemistry kit, surgical tools, herbalism kit, poisoner’s skill Proficiencies
kit (choose two): Persuasion, Drive, Intimidate, Knowledge (civics,
streetwise, or tactics), Survival, Athletics, Disable Device and
Animal Handling

122 | DARKENERGY ROLEPLAYING GAME


skill Proficiencies
(choose two): Animal Handling, Survival, Drive, Treat Injury and
Performance

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

MoDern solDier (tl 1)


Longarm and Sidearm Proficiency

ability auGMents
bonus feat CONSTITUTION OR STRENGTH
Combat Martial Arts, Light Armor Proficiency or Sidearm
Proficiency FREE

tool Proficiencies Professor


Evidence kit, disguise kit
You have spent years learning from the greatest experts on the
ability auGMents subjects that interest you. Your efforts have made you a master in
your fields of study.
CONSTITUTION OR STRENGTH
Available Barter units: 300 Bu
FREE
skill Proficiencies
Local Legend (choose three):Arcana, Knowledge, Computer Use, Craft, Deception,
Investigation, Perception and Occult
You come from a humble social rank, but you are destined for so
much more. Already the people of your home village regard you lanGuaGes
as their champion, and your destiny calls you to stand against the
Two of your choice (page 16)
tyrants and monsters that threaten the common folk everywhere.
Available Barter units: 200 Bu

CORE RULEBOOK | 123


Ability Augments Skill Proficiencies
INTELLIGENCE OR WISDOM (choose two): Computer Use, Craft (Chemical, Electronic,
Mechanical or Structural), Knowledge, Repair, Disable Device,
FREE Drive and Demolitions

Rural Tool Proficiencies


(choose two): demolition kit, electrician’s tools, mechanic’s tools,
Farm workers, hunters, and others who make a living in rural smith’s tools, mason’s tools
communities fall under this category.
Available Barter units: 200 Bu Ability Augments
INTELLIGENCE OR CONSTITUTION
Skill Proficiencies
FREE
(choose two): Athletics, Drive, Animal handling, Repair, Disable
Device, Survival, Crafting and Religion
White Collar
Bonus Feat
Brawl or Longarms Proficiency Office workers and desk jockeys, lawyers, accountants, insurance
agents, bank personnel, financial advisors, tax preparers, clerks,
sales personnel, real estate agents, and a variety of mid-level
Tool Proficiencies managers fall within the scope of this starting occupation.
(choose two): carpenter’s tools, smith’s tools, brewer’s supplies, Available Barter units: 300 Bu
gaming stet, mason’s tools, tinker’s tools

Ability Augments Skill Proficiencies


(choose two): Computer Use, Persuasion, Knowledge and
DEXTERITY OR WISDOM Deception
FREE
Ability Augments
Student INTELLIGENCE OR WISDOM
FREE
A student can be in high school, college, or graduate school.
He or she could be in a seminary, a military school, or a private
institution. A college-age student should also pick a major field Zealot
of study.
Available Barter units: 150 Bu Choose a god, a pantheon of gods, from among those listed in
“Celestial Pantheons” or those specified by your GM, and work
with your GM to detail the nature of your religious service. Were
Skill Proficiencies you a lesser functionary in a temple, raised from childhood to
(choose two): Computer Use, Knowledge, Performance, Deception, assist the priests in the sacred rites? Or were you a high priest
Slight of Hand and Stealth who suddenly experienced a call to serve your god in a different
way? Perhaps you were the leader of a small cult outside of any
Tool Proficiencies established temple structure, or even an occult group that serves
a fiendish master.
(choose two): brewer’s supplies, cook’s utensils, gaming set,
forgery kit, herbalism kit Available Barter units: 200 Bu

Ability Augments Skill Proficiencies


(choose two): Perception, Religion, Occultism and Treat Injury
INTELLIGENCE OR CHARISMA
FREE Languages
Two of your choice
Technician Ability Augments
Scientists and engineers of all types fit within the scope of this
starting occupation.
CONSTITUTION OR WISDOM
Available Barter units: 250 Bu FREE

124 | DARKENERGY ROLEPLAYING GAME


PERSONALITY
with little regard for what others expect. Copper dragons, many
elves, and unicorns are chaotic good.
LAWFUL NEUTRAL (LN) individuals act in accordance with law,
tradition, or personal codes. Many martial artists and some mages
Characters are defined by much more than their race and class. are lawful neutral.
They’re individuals with their own stories, interests, connections,
NEUTRAL (N) is the alignment of those who prefer to steer clear of
and capabilities beyond those that class and race define. This
moral questions and don’t take sides, doing what seems best at
chapter expounds on the details that distinguish characters from
the time. Most druids, and many humans are neutral.
one another, including the basics of name and physical description,
the rules of backgrounds and languages, and the finer points of CHAOTIC NEUTRAL (CN) creatures follow their whims, holding
personality and alignment. their personal freedom above all else. Many berserkers and
operatives, and some instrumentalists, are chaotic neutral.
Character Details LAWFUL EVIL (LE) creatures methodically take what they want,
Your character’s name and physical description might be the first within the limits of a code of tradition, loyalty, or order. Devils, blue
things that the other players at the table learn about you. It’s worth dragons, and many orcs are lawful evil.
thinking about how these characteristics reflect the character you NEUTRAL EVIL (NE) is the alignment of those who do whatever
have in mind. they can get away with, without compassion or qualms. Many
giants and goblins are neutral evil.
Name CHAOTIC EVIL (CE) creatures act with arbitrary violence, spurred
Your character’s name should align with the naming convention by their greed, hatred, or bloodlust. Demons, red dragons, and
of your race. Put some thought into your name even if you’re just kefali that follow the tenants of the Isfet are chaotic evil.
picking one from a list. If you are unsure of how to name your
character, consult your GM or find additional info on the DarkEnergy Alignment in the Multiverse
universe at darkenergy.fandom.com/wiki/DarkEnergy_Wiki
For many thinking creatures, alignment is a moral choice. Humans,
Sex dwarves, elves, and other humanoid races can choose whether to
follow the paths of good or evil, law or chaos. According to myth,
You can play a male or female character without gaining any the good aligned gods who created these races gave them free
special benefits or hindrances. will to choose their moral paths, knowing that good without free
will is slavery.
Height and Weight The evil deities who created other races, though, made those races
You can decide your character’s height and weight, using the to serve them. Those races have strong inborn tendencies that
information provided in your race description. Think about what match the nature of their gods. While other races like the orcs have
your character’s ability scores might say about his or her height been corrupted by evil celestials and are now inclined toward evil.
and weight. A weak but agile character might be thin. A strong and Alignment is an essential part of the nature of celestials and
tough character might be tall or just heavy. fiends. A devil does not choose to be lawful evil, and it doesn’t
tend toward lawful evil, but rather it is lawful evil in its essence. If
Other Physical Characteristics it somehow ceased to be lawful evil, it would cease to be a devil.
You choose your character’s age and the color of his or her hair, Most creatures that lack the capacity for rational thought do not
eyes, and skin. To add a touch of distinctiveness, you might have alignments—they are unaligned. Such a creature is incapable
want to give your character an unusual or memorable physical of making a moral or ethical choice and acts according to its
characteristic, such as a scar, a limp, or a tattoo. bestial nature. Sharks are savage predators, for example, but they
are not evil; they have no alignment.
Alignment
A typical creature in the game world has an alignment, which Languages
broadly describes its moral and personal attitudes. Alignment is Your race indicates the languages your character can speak by
a combination of two factors: one identifies morality (good, evil, default, and your background might give you access to one or
or neutral), and the other describes attitudes toward society and more additional languages of your choice. Note these languages
order (lawful, chaotic, or neutral). Thus, nine distinct alignments on your character sheet.
define the possible combinations.
Choose your languages from the Major Languages list on page 16,
These brief summaries of the nine alignments describe the typical or choose one that is common in your campaign. With your GM’s
behavior of a creature with that alignment. Individuals might vary permission, you can instead choose a language from a secret
significantly from that typical behavior, and few people are perfectly language, such as spy talk or the tongue of druids.
and consistently faithful to the precepts of their alignment.
Some of these languages are actually families of languages with
LAWFUL GOOD (LG) creatures can be counted on to do the right many dialects. Creatures that speak different dialects of the same
thing as expected by society. Gold dragons, Templars, and most language can communicate with one another.
dwarves are lawful good.
NEUTRAL GOOD (NG) folk do the best they can to help others Personal Characteristics
according to their needs. Many celestials, some cyclopes, and Fleshing out your character’s personality—the array of traits,
most gnomes are neutral good. mannerisms, habits, beliefs, and flaws that give a person a unique
CHAOTIC GOOD (CG) creatures act as their conscience directs, identity—will help you bring him or her to life as you play the game.

CORE RULEBOOK | 125


Think about your character’s favorite words or phrases, tics and
habitual gestures, vices and pet peeves, and whatever else you
can imagine.
Each background presented later in this chapter includes suggested
characteristics that you can use to spark your imagination. You’re
not bound to those options, but they’re a good starting point.

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.

126 | DARKENERGY ROLEPLAYING GAME


FAITHS & PHILOSOPHIES
There are countless faiths and philosophies scattered across the
DarkEnergy Universe. Just because the gods exist, doesn’t mean
everyone chooses to follow one.

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.

CORE RULEBOOK | 127


Jotun
Pantheons The Jotun or Frost Giants, are a group of celestials that refused
to aid the Æsir during the War in Heaven and were banished to icy
Æsir Niflhel within the 9 Hells. They are the gods of the giants.
The Æsir (or Aesir) is the pantheon of the dwarven gods that An exceptionally evil sect of Jotun known as the Muspell or Fire
includes two main families, the original Æsir and the Vanir. Once Giants that fought for Satan during the War in Heaven were cast
enemies, these two families have become one against their into Muspelheim within the 9 Hells.
common enemies, the Jotun.
The Jotun are bitter rivals of the Æsir.
Most Aesir make their home in the realm of Asgard within the
Kingdom of Heaven. Kami
Anunnaki The Kami are a powerful group of Celestials that are the gods of
the orcs. They reside within Takamagahara, part of the Kingdom
The Anunnaki are a pantheon of celestials. Some of them reside of Heaven.
in Jennah, a region within the Kingdom of Heaven but many of the
Their primary rivals are the Akuma.
Anunnaki fought for Satan during the War in Heaven and became
Demon Lords and Archdevils in the 9 Hells.
Ma’at
Asuras The Ma’at are the gods of the kefali. Their appearances vary
wildly. From Fenrir that is an enormous wolf, to Hathor that is a
The Asuras are a pantheon of gods that allied with Satan during
beautiful woman, to Tlaloc that resembles a frog with jaguar fangs
the War in Heaven and have been imprisoned in the 9 Hells. Their
and heron feathers. They primarily reside within Aaru, part of the
primary rivals are the Devas.
Kingdom of Heaven.

Atua They are eternal enemies of the Isfet.

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.

Devas The Fallen


The Devas are a large pantheon of gods that allied with the Creator The Fallen are Angels who were cast from Heaven by The Creator
during the War in Heaven. They reside in Swarga Loka, a region after the First Fall and then later after the War in Heaven and are
within the Kingdom of Heaven. Their primary rivals are the Asuras. now imprisoned in the 9 Hells. The Fallen are now Archdevils and
as such they ‘rule’ the 9 Hells and use demons to enforce their
Elohim will. They cannot escape their prison but they can influence the
The Elohim are a pantheon of Celestials. Those not banished to the mortal realms.
9 Hells, reside in Mot, a region within Limbo. Many of the Elohim
fought for Satan during the War in Heaven and became Demon Titans
Lords and Archdevils. The Titans are a pantheon of elven gods that were defeated by the
Olympians during the War in Heaven and banished to Tartarus.
Hao Shén Their primary rivals are the Olympians.
The Hao Shén is a pantheon of gods that allied with the Creator
during the War in Heaven. They mainly reside in Tian, a region
within the Kingdom of Heaven. The War in Heaven
Isfet The War in Heaven (The Second Fall) was the titanic battle
between the Celestials for control of Heaven. It started when The
The Isfet is a large pantheon of kefali gods that allied with Satan Lucifer of Heaven instigated a rebellion that spread throughout the
during the War in Heaven and have been imprisoned in the 9 Hells. Heavenly Realms. The conflict eventually drew in both Angels and
The Isfet are those of the Ma’at that rejected the Divine Order and Gods from across the Multiverse.
chose the path of Chaos. They are eternal enemies of the Ma’at.
You can learn more about the War in Heaven by visiting:
darkenergy.fandom.com/wiki/War_in_Heaven

128 | DARKENERGY ROLEPLAYING GAME


Fanatic
Devotee Benefits Anytime after reaching 12th level, devotees at this level are usually
tasked with a more difficult mission in the hopes of gaining even

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.

CELESTIAL PANTHEON GIFTS


PANTHEON BELIEVER - LEVEL 1 ADHERENT - LEVEL 8 APOSTLE - LEVEL 18
Æsir Craft HP +15 Cybernetics- Arm Cannon (dwarf only)
Anunnaki Survival Poison Damage Resistance Radiation Immunity
Asuras Deception +2 MPs +1 Henchmen
Atua Drive Aumakua familiar Disease Immunity
Cyclopes Crafting Fire Damage Resistance Cybernetics-eye (cyclops only)
Devas Knowledge +4 Initiative Mutation: Extra Arms
Elohim Persuasion 2,000 Bu Bu reward varies based on devotion
Hao Shén Knowledge Force Damage Resistance Long Dragon Hatchling
Isfet Demolitions +4 MPs FREE Ability Augment (kefali only)
Jotun Nature Cold Damage Resistance FREE Ability Augment (giant only)
Kami Intimidation +2 Initiative +2 Henchmen (orc only)
Ma’at Religion +10 HP FREE Ability Augment (kefali only)
Olympians Arcana Psychic Damage Resistance FREE Ability Augment (elf only)
Orishas Animal Handling Nature +4 Radiation Immunity
The Creator Any Skill Prof Necrotic Damage Resistance FREE Ability Augment
The Fallen Occultism +6 MPs FREE Ability Augment
Titans Stealth Vampirism +1 Henchmen

CORE RULEBOOK | 129


ÆSIR PANTHEON
ÆSIR ALIGNMENT SYMBOL FOLLOWER FANATIC
Odin, god of knowledge and war NG Watching blue eye Knowledge Animal Companion (wolf or raven)
Balder, god of beauty and poetry LG Gem-covered silver chalice Persuasion Magic Item
Eir, goddess of healing NG Leech Treat Injury Magic Item
Forseti, god of justice and law N Head of a bearded man Investigation Deific Battle axe
Frey, god of fertility and the sun NG Ice-blue greatsword Religion Deific Greatsword
Freya, goddess of sorcery and love NG Falcon Arcana Spell
Frigg, goddess of birth and fertility CN Cat Persuasion Magic Item
Heimdall, god of watchfulness LG Curling musical horn Perception Armor Blessing
Hermod, god of luck N Winged scroll Performance Magic Instrument
Motsognir, god of crafting and life NG Burning stone block Crafting Magic Item
Njord, god of sea and wind NG Gold coin Survival Deific Greataxe
Odur, god of light and the sun CG Solar disk Treat Injury Magic Item
Sif, goddess of war NG Upraised sword Athletics Deific Arming Sword
Thor, god of storms and thunder CG Hammer Athletics Deific Stun Gun
Tyr, god of courage and strategy LN Sword Intimidation Deific Longsword
Uller, god of hunting and winter CN Longbow Survival Deific Longbow

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

130 | DARKENERGY ROLEPLAYING GAME


ATUA PANTHEON
ATUA ALIGNMENT SYMBOL FOLLOWER FANATIC
Kanaloa, god of the oceans CN Squid Survival Magic Item
Kāne, god of forests and chief god NG White Clay Knowledge Magic Item
Kū, god of war N Feathered god Athletics Deific Weapon
Lono, god of fertility and music CG Waterspout Performance Magic Instrument
Milu, god of the dead LN Coconut Cup Stealth Magic Item
Miru, demoness of death NE Kava Occult Magic Item
Pele, goddess of volcanoes CN Volcano/fire Craft Magic Item
Rongo, god of agriculture NG Kumara Nature Magic Item
Tāwhirimātea, god of weather CN Red/black clouds Intimidation Magic Item
Tūmatauenga, god of war LG Angry Face Treat Injury Deific Weapon
Whiro, demon of darkness CE Cave with teeth Arcana Spell

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

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HAO SHÉN PANTHEON
HAO SHÉN ALIGNMENT SYMBOL FOLLOWER FANATIC
Caishen, god of wealth N Golden Rod Computer Use Deific Staff
Chang’e, goddess of the moon CG Silver elixir Treat Injury Deific Crescent Moon Knife
Fuxi, god of knowledge N Clay Knowledge Magic Item
Guan Yin, goddess of mercy NG Willow branch Persuasion Magic Instrument
Jade Emperor, ruler LG Jade lóng dragon Perception Magic Item
Long Wang, dragon king CN Golden lóng dragon Intimidation Deific Arming Sword
Nezha, god of protection LG Fire wheels Athletics Blessed Armor
Nüwa, goddess of crafting NG Yellow mud Crafting Magic Item
Xiwangmu, queen mother CG Peach Nature Spell
Yan Wang, god of death LN Judge’s cap Arcana Deific Chakram

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

132 | DARKENERGY ROLEPLAYING GAME


JOTUN PANTHEON
JOTUN ALIGNMENT SYMBOL FOLLOWER FANATIC
Aegir, god of the sea and storms CG Rough ocean waves Drive Deific Sidearm
Angrboda, goddess of sorrow CN Ironwood Tree Demolitions Magic Instrument
Hel, goddess of the underworld LN Rotting woman’s face Slight of Hand Magic Item
Loki, god of thieves and trickery CN Flame Stealth Magic Item
Skadi, goddess of the wilderness NG Mountain peak Nature Animal Companion
Skrymir, god of illusions CN Three concentric rings Deception Spell
Thrym, god of frost giants and cold CE White double-bladed axe Athletics Deific Greataxe
MUSPELL
Surtur, demon lord of fire giants LE Flaming sword Intimidation Deific Greatsword
Sinmara, demoness of fire giants NE Flaming dagger Occultism Deific Dagger

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

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MONOTHEISM
SUPREME BEING ALIGNMENT SYMBOL FOLLOWER FANATIC
The Creator G Various Any skill prof Weapon or Armor Blessing

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

134 | DARKENERGY ROLEPLAYING GAME


CURSES
WEREDISEASE
A humanoid creature can be afflicted with the curse of WereDisease
after being bitten by a Bitten (person with WereDisease), or a
kefali, under the light of a full moon. Or if one or both of the parents
have WereDisease. A remove curse spell can rid an afflicted of
the curse if successfully performed before their first full moon
transformation after being afflicted, but a natural born Bitten or
those that have made their first Change can be freed of the curse
only with a wish.
Someone infected with WereDisease can either resist the
curse or embrace it. By resisting the curse, a person
retains its normal alignment and personality while
in humanoid form. It lives its life as it always has,
burying deep the bestial urges raging inside it.
However, when the full moon rises, the curse
becomes too strong to resist, transforming
the individual into its horrible hybrid form
that combines animal and humanoid traits.
When the moon wanes, the beast within can
be controlled once again. Especially if the
cursed creature is unaware of its condition, it
might not remember the events of its
transformation, though those memories often
haunt a Bitten as bloody dreams. With time and
experience, they learn to master their shapechanging
ability and can assume hybrid form at will. Some
individuals see little point in fighting the curse and
accept what they are. Most Bitten that embrace
their bestial natures succumb to bloodlust,
becoming evil, opportunistic creatures that prey
on the weak.
Bitten are universally shunned if not outright hunted
by the various races. For example, the dwarves of the
militaristic order of the Hands of Tyr are a Bitten
hunting organization. While on the other hand, the
dwarven Cult of Fenrir is made entirely of
CynoBitten. Members of the Cult of Fenrir are
constantly being hunted by the Hands of Tyr.
VARIANT: NONHUMAN BITTEN
The statistics presented in this section assume
a base creature of human. However, you can
also use the statistics to represent nonhuman
Bitten, adding verisimilitude by allowing a
nonhuman Bitten to retain one or more of its
humanoid racial traits. For example, an
orc werewolf might retain its tusks
while in hybrid form.

STARTING AS ONE OF THE BITTEN


As a Bitten, you retain statistics and while in hybrid form, gain the Bitten’s statistics. A humanoid bit during a full moon by a Bitten
Bitten’s damage resistances, traits, and actions that don’t involve must succeed on a Constitution saving throw (DC 8 +the Bitten’s
equipment. You are proficient with the Bitten’s natural attacks, proficiency bonus+ the Bitten’s Constitution modifier) or be cursed
such as its bite or claws, which deal damage as shown in the with WereDisease.

CORE RULEBOOK | 135


DC 13 Constitution saving throw or be cursed with WereDisease.
Ability Augment The Bitten’s bite is used instead of any other natural bite attacks
while in hybrid form.
DEXTERITY
CONSTITUTION Claw
Melee weapon attack: Your claws are natural weapons, which you
WISDOM can use to make unarmed strikes if you are unarmed. They do 1d8
+ Strength modifier, slashing damage.
Senses The Bitten’s claws are used instead of any other natural claw
Darkvision 60 ft. attacks while in hybrid form.

Pounce (Feloran Hybrid Form Only)


Passive Perception 13 While in hybrid form, if you move at least 15 feet straight toward
a creature and then hit it with a claw attack on the same turn,
Transform that target must succeed on a DC 14 Strength saving throw or be
knocked prone. If the target is prone, you can make one bite attack
against it as a bonus action.
You can take an action to change into your Hybrid Form and then
back into your humanoid form. While in Hybrid Form you can wield
weapons as normal. You are able to wear certain equipment at the Gore (Tusked Only)
DM’s discretion, such as circlets and robes. You can stay in your As a Bonus Action while in hybrid form, your tusks can be used
hybrid form for up to one hour and it can only be activated once as a melee weapon attack instead of Bite. It does 2d6 + Strength
per day. modifier, piercing damage. If the target is a humanoid and the
At Higher Levels: At 10th level you can transform twice a day and moon is full, it must succeed on a DC 13 Constitution saving throw
three times at 18th level. or be cursed with WereDisease.

Cursed Rampage Universal Traits


You gain the benefits of the WereDisease, but for the three days
of a full moon, you turn into a bloodthirsty monster of Chaotic Evil
Silver Allergy (Both forms)
alignment under the control of the GM and, unless preparations Silver is the bane of your existence. Even touching a silver coin
were made to contain you beforehand, you go on a mindless burns your skin.
rampage.
Tracking (Both forms)
Hybrid Form Traits You can detect opponents within 15 feet by sense of smell. If the
opponent is upwind, the range increases to 40 feet; if downwind, it
drops to 5 feet. Strong scents can be detected at twice the ranges
Toughness noted above. Overpowering scents can be detected at triple normal
range. When a creature detects a scent, the exact location of the
While in hybrid form, you gain temporary hit points equal to your
source is not revealed—only its presence somewhere within range.
level + your Constitution bonus (minimum of 1).

Were Resistance Dark-Vision (Both forms)


You can see in non-magical darkness out to 60 ft., you cannot
While in hybrid form, you take half damage from any attacks that
discern different colors and can only see in shades of grey.
aren’t silvered and/or magical. At the start of your turn you gain
1d4+ your constitution modifier of health back. You can only gain
this benefit if you have at least 1 hit point. Animal Empathy (Both forms)
When in your humanoid form, you are vulnerable to silvered You can communicate with animals of your curse type.
weapons and take double damage from them.
Keen Senses (Both forms)
Multi-Attack You are Proficient in Survival, Nature, Intimidation and Perception
As a Bonus Action while in hybrid form, you can make three skills and have advantage on checks that rely on hearing, smell,
attacks: one bite attack and two claw attack. or vision.

If a race, mutation, or any other feature grants a bite and claw


attack, they do not stack with multi-atttack. .
Beastly Brotherhood (Both forms)
You have advantage on attack rolls against a creature if at least
Bite one allied Bitten is within 5 ft. of the creature and the ally isn’t
incapacitated.
As a Bonus Action, your bite can be used as a melee weapon
attack. It does 1d10 + Strength modifier, piercing damage. If the
target is a humanoid and the moon is full, it must succeed on a

136 | DARKENERGY ROLEPLAYING GAME


VAMPIRISM
Awakened to an endless night, vampires hunger for the life they
have lost and sate that hunger by drinking the blood of the living.
Vampires abhor sunlight, for its touch burns them. They never
cast shadows or reflections, and any vampire wishing to move
unnoticed among the living keeps to the darkness and far
from reflective surfaces.

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.

Born from Death


Most of a vampire’s victims become vampire spawn- ravenous
creatures with a vampire’s hunger for blood, but under the control
of the vampire that created them. If a true vampire allows a spawn
to draw blood from its own body, the spawn transforms into a true
vampire no longer under its master’s control. Few vampires are
willing to relinquish their control in this manner. Vampire spawn
become free-willed when their creator dies.

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.

CORE RULEBOOK | 137


Ability Augment Vampire Weaknesses
As a Vampire, you have the following flaws
STRENGTH
DEXTERITY Bloodthirst
CHARISMA Every night that you go without drinking blood, the starvation
causes you to gain 1 level of Exhaustion that cannot be removed
Saving Throws by any means except for drinking blood. A pint of specially-
prepared, bottled humanoid blood counts as a Potion of Healing
Dexterity, Wisdom when imbibed by a Vampire, and removes 1 level of Exhaustion
caused by Bloodthirst. Each successful use of your bite attack
Skills against a willing, incapacitated or restrained humanoid removes
Perception, Stealth 1 level of Exhaustion caused by Bloodthirst.
Bottles of stored blood can be created with a DC 15 Intelligence
Damage Resistances (Alchemy tools) check. Each check requires a pint of fresh humanoid
blood (either drawn from a living victim or from a corpse slain
Necrotic, poison; ballistic, bludgeoning, piercing, and slashing
no longer than an hour ago), and a dose of anticoagulant worth
from nonmagical weapons
50 Bu. Each check takes 10 minutes of work drawing the blood,
measuring and mixing the anticoagulant. If the check succeeds, a
Condition Immunities single bottle of blood is created, and will last indefinitely without
Poisoned drying or spoiling. If the check fails, no item is created and the
materials are wasted.
Senses
Darkvision 120 ft.
Forbiddance
You can’t enter a residence without an invitation from one of the
occupants.
Passive Perception 17 Damage Vulnerability
Alignment As an undead vampire, you are vulnerable to Radiant damage and
take double damage from them.
Lawful Evil or possibly Neutral
Harmed by Running Water
VAMPIRE SKILLS You take 10 acid damage if you end your turn in running water.

Shapechanger Stake to the Heart


If a piercing weapon made of wood is driven into your heart, you
If you aren’t in sun light or running water, you can use your action
are paralyzed until the stake is removed. Driving a stake through
to polymorph into a Tiny bat or a Medium cloud of mist, or back
your heart takes an action, and requires that you be willing,
into your true form.
incapacitated or restrained. If you suffer a critical hit from a
While in bat form, you can’t speak, your walking speed is 5 feet, wooden weapon, that weapon has a 20% chance of piercing your
and you have a flying speed of 30 feet. Your statistics, other than heart. This chance is reduced to 10% if you are wearing medium
your size and speed, are unchanged. Anything you are wearing armor or benefiting from a mage armor spell, or a Martial Artist’s
transforms with you, but nothing you are carrying does. You revert Wisdom-based or Berserker’s Constitution-based AC bonus. You
to your true form if you drop to 0 HP. cannot be staked by a critical hit with a wooden weapon while
While in mist form, you can’t take any actions, speak, or manipulate wearing heavy armor.
objects. You are weightless, have a flying speed of 20 feet, can
hover, and can enter a hostile creature’s space and stop there. In Sunlight Hypersensitivity
addition, if air can pass through a space, the mist can do so without You take 20 radiant damage when you start your turn in sunlight.
squeezing, and it can’t pass through water. You have advantage While in sunlight, you have disadvantage on attack rolls and ability
on Strength, Dexterity, and Constitution saving throws, and you are checks.
immune to all nonmagical damage, except the damage you take
from sunlight.

Spider Climb
You can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

138 | DARKENERGY ROLEPLAYING GAME


spellcaster casting control undead or other appropriate spell of
VAMPIRE ACTIONS 7th level or higher.
This skill has no effect on creatures with legendary actions.
Unarmed Strike (True Form Only) The skill ends when the undead is destroyed, or when control of it
Melee weapon attack: 1d8 + Dex bonus of bludgeoning damage. is taken away.
Instead of dealing damage, you can grapple the target (escape DC
18).

Claw (True Form Only)


Melee weapon attack: Your claws are natural weapons, which you
can use to make unarmed strikes if you are unarmed. They do 1d8
+ Dex modifier, slashing damage.
The Vampire’s claw is used instead of any other natural claw
attacks while in true form.

Bite (Bat or True Form).


Melee weapon attack: Your bite is a natural weapon. You gain a bite
attack that deals 1d6 Piercing damage plus 3d6 necrotic damage,
has the Finesse property, and counts as a magical weapon. If the
target is a willing, incapacitated, or restrained humanoid, you have
an opportunity to drink some blood from the target, and recovers
the same amount of hit points (up to their maximum) that the
opponent lost from the necrotic damage.
The Vampire’s bite is used instead of any other natural bite attacks
while in true form.

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.

Cursed Bite (True Form Only)


If the target is a humanoid, and their health is reduced to 0 or less
from the bite, then it must succeed on a DC 13 Constitution saving
throw or be cursed with vampirism.

Control Undead (True Form Only)


You target an undead creature within 30 ft. of you. The creature
must make a Intelligence saving throw; It has disadvantage
on this saving throw if its Intelligence score is 10 or less, and it
automatically fails if its intelligence score is 5 or less. On a failed
save, the target is brought under your mental control.
While an undead is under your control, and within 100 feet of you,
you may telepathically issue commands to it which they follow to
the best of their ability. If no commands are given, it will defend
itself against hostile creatures.
During combat, the undead rolls for its own initiative. You decide
what actions it takes and where it may move.
Undead controlled by this spell cannot be freed by means other
than a necromancy wizard’s Command Undead feature, or another

CORE RULEBOOK | 139


AFTER 1ST LEVEL
As your character goes on adventures and overcomes challenges,
Multiclassing
Multiclassing allows you to gain levels in multiple classes. Doing
so lets you mix the abilities of those classes to realize a character
he or she gains experience, represented by experience points. A concept that might not be reflected in one of the standard class
character who reaches a specified experience point total advances options.
in capability. This advancement is called gaining a level. With this rule, you have the option of gaining a level in a new class
When your character gains a level, his or her class often grants whenever you advance in level, instead of gaining a level in your
additional features, as detailed in the class description. Some of current class. Your levels in all your classes are added together
these features allow you to increase your ability scores, either to determine your character level. For example, if you have three
increasing two scores by 1 each or increasing one score by 2. levels in Mage and two in Warrior, you’re a 5th level character.
You can’t increase an ability score above 20. In addition, every As you advance in levels, you might primarily remain a member of
character’s proficiency bonus increases at certain levels. your original class with just a few levels in another class, or you
Each time you gain a level, you gain 1 additional Hit Die. Roll that might change course entirely, never looking back at the class you
Hit Die, add your Constitution modifier to the roll, and add the total left behind. You might even start progressing in a third or fourth
to your hit point maximum. Alternatively, you can use the fixed class. Compared to a single class character of the same level,
value shown in your class entry, which is the average result of the you’ll sacrifice some focus in exchange for versatility.
die roll (rounded up).
When your Constitution modifier increases by 1, your hit point Prerequisites
maximum increases by 1 for each level you have attained. For To qualify for a new class, you must meet the ability score
example, if your 7th level fighter has a Constitution score of 18, prerequisites for both your current class and your new one, as
when he reaches 8th level, he increases his Constitution score shown in the Multiclassing Prerequisites table. For example, a
from 17 to 18, thus increasing his Constitution modifier from +3 to Berserker who decides to multiclass into the Druid class must
+4. His hit point maximum then increases by 8. have both Strength and Wisdom scores of 13 or higher. Without
The Character Advancement table summarizes the XP you need to the full training that a beginning character receives, you must be
advance in levels from level 1 through level 20, and the proficiency a quick study in your new class, having a natural aptitude that is
bonus for a character of that level. Consult the information in your reflected by higher than average ability scores.
character’s class description to see what other improvements you
gain at each level. MULTICLASSING PREREQUISITES
Class Ability Score Minimum
CHARACTER ADVANCEMENT Berserker Strength 13
Experience Points Level Proficiency Bonus Disciple Wisdom 13
0 1st +2 Druid Wisdom 13
300 2nd +2 Engineer Intelligence 13
900 3rd +2 Instrumentalist Charisma 13
2,700 4th +2 Mage Intelligence 13
6,500 5th +3 Modern Soldier Dexterity 13
14,000 6th +3 Martial Artist Dexterity 13 and Wisdom 13
23,000 7th +3 Operative Dexterity 13
34,000 8th +3 Psionic Intelligence 13 and Charisma 13
48,000 9th +4 Sharpshooter Dexterity 13 and Wisdom 13
64,000 10th +4 Templar Strength 13 and Wisdom 13
85,000 11th +4 Warrior Strength 13 or Dexterity 13
100,000 12th +4
120,000 13th +5
140,000 14th +5
Experience Points
165,000 15th +5
The experience point cost to gain a level is always based on your
195,000 16th +5 total character level, as shown in the Character Advancement
225,000 17th +6 table, not your level in a particular class. So, if you are a Disciple 6/
265,000 18th +6 Warrior 1, you must gain enough XP to reach 8th level before you
305,000 19th +6 can take your second level as a Warrior or your seventh level as a
Disciple.
355,000 20th +6
Hit Points and Hit Dice
You gain the hit points from your new class as described for levels
after 1st. You gain the 1st level hit points for a class only when you
are a 1st level character.

140 | DARKENERGY ROLEPLAYING GAME


You add together the Hit Dice granted by all your classes to form level spells. If your Intelligence is 16, you can prepare six Mage
your pool of Hit Dice. If the Hit Dice are the same die type, you can spells.
simply pool them together. For example, both the Warrior and the Each spell you know and prepare is associated with one of your
Templar have a d10, so if you are a Templar 5/Warrior 5, you have classes, and you use the spellcasting ability of that class when
ten d10 Hit Dice. If your classes give you Hit Dice of different types, you cast the spell. Similarly, a spellcasting focus, such as a holy
keep track of them separately. If you are a Templar 5/Disciple 5, for symbol, can be used only for the spells from the class associated
example, you have five d10 Hit Dice and five d8 Hit Dice. with that focus.

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 - - - - - -

Extra Attack 7th 4 3 3 1 - - - - -


8th 4 3 3 2 - - - - -
If you gain the Extra Attack class feature from more than one class,
the features don’t add together. You can’t make more than two 9th 4 3 3 3 1 - - - -
attacks with this feature unless it says you do (as the Warrior’s 10th 4 3 3 3 2 - - - -
version of Extra Attack does). 11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
Unarmored Defense 13th 4 3 3 3 2 1 1 - -
If you already have the Unarmored Defense feature, you can’t gain 14th 4 3 3 3 2 1 1 - -
it again from another class.
15th 4 3 3 3 2 1 1 1 -

Spellcasting 16th
17th
4
4
3
3
3
3
3
3
2
2
1
1
1
1
1
1 1
-

Your capacity for spellcasting depends partly on your combined


18th 4 3 3 3 3 1 1 1 1
levels in all your spellcasting classes and partly on your individual
levels in those classes. Once you have the Spellcasting feature 19th 4 3 3 3 3 2 1 1 1
from more than one class, use the rules below. If you multiclass 20th 4 3 3 3 3 2 2 1 1
but have the Spellcasting feature from only one class, you follow
the rules as described in that class.
Spells Known and Prepared. You determine what spells you know
and can prepare for each class individually, as if you were a single
classed member of that class. If you are a Sharpshooter 4/Mage
3, for example, you know three 1st level ranger spells based on
your levels in the Sharpshooter class. As 3rd level Mage, you know
three Mage cantrips, and ten Mage spells, two of which (the two
you gained when you reached 3rd level as a Mage) can be 2nd

CORE RULEBOOK | 141


GENERAL FEATS
A feat represents a talent or an area of expertise that gives a
character special capability. It embodies training, experience, and
abilities beyond what a class provides.
You must meet any prerequisite
specified in a feat to take that
feat. If you ever lose a feat’s
prerequisite, you can’t use that
feat until you regain the
prerequisite.

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:

142 | DARKENERGY ROLEPLAYING GAME


like any other creature, but you determine its actions, decisions,
attitudes, and so on. If you are incapacitated or absent, your pet Cleave
acts on its own.
PREREQUISITES: Strength 13
If your pet is ever slain, the magical bond you share allows you to
return it to life. With 8 hours of work and the expenditure of 25 Bu If you deal an opponent enough damage to make the opponent
worth of rare herbs and fine food, you call forth your pet’s spirit drop (either by knocking the opponent out due to massive damage
and perform a ritual to create a new body for it. or by reducing the opponent’s hit points to less than 0), you get an
immediate extra melee attack against another opponent adjacent
to you. You can use this ability once per round.
Bitten Mindset
PREREQUISITES: Cursed with WereDisease, 7th level Close Quarters Shooter
You have learned to control the Cursed Rampage of WereDisease.
You have trained yourself in the delicate art of using ranged
For the three days of a full moon, you no longer turn into a
weapons in close quarters combat. You gain the following benefits:
bloodthirsty monster.
• Making an attack with a ranged weapon while within 5 ft. of a
hostile creature does not impose disadvantage on the attack roll.
Blind-Fight
In melee combat, every time you miss because of concealment Combat Martial Arts
or darkness, you can reroll the missed roll one time to see if you
actually hit. When you score a critical hit on an opponent with an unarmed
strike, you deal triple damage.

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.

Pick two of the following skills: Craft (Chemical), Craft (Electronic),


Craft (Mechanical), and Craft (Structural). You gain proficiency in
Confident
those skills. If you are already proficient you get a +2 bonus. You gain a +2 bonus on all Deception and Intimidate checks, and
SPECIAL. You can select this feat twice. The second time, you on checks to resist Intimidation.
apply it to the two skills you didn’t pick originally.

Craft Ammo (TL 1)


Burst Fire (TL 1) PERQUISITES: Craft (Mechanical), Knowledge (Science)
PREREQUISITES: Advanced Firearms Proficiency. Build any type of ammunition. Must have 10 Bu in raw materials
When using an automatic firearm with at least five bullets loaded, and make a successful Craft (Mechanical), (DC 15) check. On a
you may fire a short burst as a single attack against a single failed check, the 10 Bu in materials is lost.
target. You receive a -4 penalty on the attack roll, but deal +2 dice If the check succeeds, 20 rounds of that ammunition type is
of damage. created.
Firing a burst expends five bullets and can only be done if the

Craft Cybernetics (TL 2)


weapon has five bullets in it.
SPECIAL. If the firearm has a three-round burst setting, firing a
burst expends three bullets instead of five and can be used if the PERQUISITES: Craft (Electronic), Craft (Mechanical), Knowledge
weapon has only three bullets in it. (Science)
Build any cybernetic attachment. Must make a successful Craft
Called Shot (Electronic) (DC 25) and a Craft (Mechanical), (DC 25) check.
If both checks succeed, the attachment can be installed at any
You can make called shots. (pages 192-193) time with the Cybernetic Surgery feat.

Cautious Craft Sidearm (TL 1)


You gain a +2 bonus on all Demolitions and Disable Device checks. PERQUISITES: Craft (Mechanical), Knowledge (Science)
Build any sidearm. Must have 100 Bu in raw materials and make

CORE RULEBOOK | 143


a successful Craft (Mechanical), (DC 20) check. On a failed check,
the 100 Bu in materials is lost. Double Tap (TL 1)
If the check succeed, the sidearm is created. PREREQUISITES: Dexterity 13, Point Blank Shot.
When using a semiautomatic firearm with at least two bullets
Craft Simple Gun Turret (TL 1) loaded, you may fire two bullets as a single attack against a single
target. You receive a -2 penalty on this attack, but deals +1 die of
PREREQUISITES: Craft (Mechanical), Craft (Electronic), damage with a successful hit. Using this feat fires two bullets and
Knowledge (Science) can only be done if the weapon has two bullets in it.
You can create simple gun turrets. A gun turret is a small
deployable device with an AC of 12 and HP equal to 5+ (4X your
level). As an action you can deploy the turret to a space adjacent
Drive-By Attack (TL 1)
to you. An undeployed turret is a 6-inch box. You take no vehicle speed penalty when making an attack while
You can then attach a sidearm to the turret. As a bonus action in a moving vehicle. Also, if you are the driver, you can take your
during your turn, you can command the gun turret to fire at a attack action to make an attack at any point along the vehicle’s
chosen enemy. The gun can fire until it runs out of ammunition, movement.
then you must use a full turn to reload the gun to make the turret NORMAL. When attacking from a moving vehicle, you take a
functional again. penalty based on the vehicle’s speed. Passengers can ready an
Only one may be deployed at a time, unless otherwise stated. A action to make an attack when their vehicle reaches a particular
turret is immune to Poison and Psychic damage, cannot be feared location, but the driver must make his or her attack action either
or charmed, and is immune to poison and disease. before or after the vehicle’s movement.
Creating a Simple Gun Turret costs 50 Bu and takes 4 hours to
complete.
Dual Wield (Melee)
Repairing it requires a DC 15 Repair (Mechanic’s Tools) check, and
half the money and time it takes to build it You have mastered fighting with two melee weapons and have
gained the following benefits:

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.

You gain a +2 bonus on all Deception and Persuasion checks.


Dual Wield (Sidearm/Melee) (TL 1)
Defensive Martial Arts You have mastered the art of dueling with gun and sword, and gain
the following benefits:
You gain a +1 dodge bonus to AC against melee attacks.
• When you use the attack action with a one-handed melee
weapon, you can spend a bonus action to fire a small or smaller
Dodge firearm you wield in your other hand. You can use this bonus
action to attack with a one-handed melee weapon if you use your
PREREQUISITE: Dexterity 13. attack action with a light firearm.

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.

144 | DARKENERGY ROLEPLAYING GAME


Educated Frightful Presence
Pick two Knowledge skills. You gain a +2 bonus on all checks with PREREQUISITE: Charisma 15
those skills. When you use this feat, all opponents within 10 feet of you must
SPECIAL. You can select this feat multiple times. Each time, you make a Will saving throw (DC 10 + 1⁄2 your level + your Charisma
select two new Knowledge skills. modifier). An opponent who fails their save is shaken, taking a -2
penalty on attack rolls, saves, and skill checks for a number of
rounds equal to 1d6 + your Charisma modifier. You can use the
Elusive Target feat once per round as a free action.
A successful save indicates that the opponent is immune to your
PREREQUISITES: Dexterity 13, Defensive Martial Arts.
use of this feat for 24 hours. This feat does not affect creatures
When fighting an opponent or multiple opponents in melee, other with an Intelligence of 3 or lower.
opponents attempting to target you with ranged attacks take a -4
penalty. This penalty is in addition to the normal -4 penalty for
firing into melee, making the penalty to target to character -8. Gearhead (TL 1)
You gain a +2 bonus on all Computer Use and Repair checks.
Enchanted Tattoo Artist - Beginner
You gain Tattoo Artist’s Tools and proficiency in their use. You Gifted
learn Craft (Tattoo) and can now craft and apply Simple Tattoos.
Choose a spell type: Arcane, Divine, Elemental, or Occult. You
learn two cantrips of your choice from that spell list.
Enchanted Tattoo Artist - Master
PREREQUISITES: Enchanted Tattoo Artist - Skilled Great Cleave
You can now craft and apply Ornate tattoos.
PREREQUISITES: Strength 13, Cleave
As Cleave, except that you have no limit to the number of times
Enchanted Tattoo Artist - Skilled you can use it per round.

PREREQUISITES: Enchanted Tattoo Artist - Beginner


You can now craft and apply Average tattoos. Greater Fortitude
You gain a +2 bonus on all Constitution saving throws.
Exotic Melee Weapon Proficiency
PREREQUISITE: Base attack bonus +1. Guide
Choose one exotic melee weapon. You are proficient with that You get a +2 bonus on all Nature and Survival checks.
melee weapon in combat.

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.

CORE RULEBOOK | 145


1d8 + your Strength modifier.
Longarm Proficiency (TL 1)
Improved Initiative You gain firearms proficiency with all longarms and can use them
without penalty.
You gain a +4 bonus on initiative 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.

Inked Melee Weapon Upgrade (TL 2)


PREREQUISITES: Constitution 14 or higher PERQUISITES: Craft (Electronic), Craft (Mechanical), Knowledge
You really enjoy the look and feeling of having tattoos. You may (Science)
have more tattoos than your body would normally allow. You may Upgrade a melee weapon with a plasma or energy upgrade.
either have 1 additional Large tattoo, 2 additional Medium tattoos, Must make a successful Craft (electronic) (DC 30) and a Craft
or 4 additional Small tattoos. (Mechanical), (DC 30) check.
If both checks succeed, the upgrade is successful and one
Journeyman Runesmith additional damage die of that weapon type is added that does the
upgraded damage type.
Prerequisite: Novice Runesmith
You have advanced in the art of Runesmithing. You can now create
Major Runes.
Mounted Shooting (TL 1)
You wield guns with deadly efficiency on mounts. While you are
Knockout Punch mounted and aren’t incapacitated, you gain the following benefits:
• You get a +1 bonus to attack rolls with firearms while mounted.
PREREQUISITES: Brawl • Being within 5 feet of a hostile creature when making an attack
When making your first unarmed attack against a flat-footed roll with firearms while mounted does not impose disadvantage
opponent, treat a successful attack as a critical hit. This damage on the attack roll as long as the creature’s size is smaller than
is nonlethal damage. your mount.
SPECIAL. Even if you have the ability to treat unarmed damage • You have advantage on attacks rolls against any unmounted
as lethal damage, the damage from a knockout punch is always creature smaller than your mount within your firearm’s normal
nonlethal. range.

Longarm Master (TL 1) Multiattack


PREREQUISITE: Longarm Proficiency PREREQUISITE: Two or more natural attacks
Rifles are complex weapons, but you know just how to make You are adept at using all your natural weapons at once. As your
every shot count. You gain the following benefits when wielding Attack Action, you can attack once with each of your natural
longarms. attacks.
You gain a +1 bonus to damage rolls with these weapons. You If a combination of race, mutation, or any other feature grants
can reroll 1s and 2s to damage with these weapons. If you roll a multiple bite or claw attacks, they do not stack with multiatttack.
critical hit or deal a killing blow with these weapons, you can use
your reaction to take an additional shot at a creature within 10 feet
of the creature hit. Nerve Pinch
The range of these weapons increases by 150. PREREQUISITE: Combat Martial Arts, attack bonus +4
Make an unarmed attack against a living creature, if the attack
succeeds, the target takes no damage but must succeed on a
Constitution save (DC 10+ half your level + your Str modifier) or be
paralyzed for 1d4+1 rounds.

146 | DARKENERGY ROLEPLAYING GAME


SPECIAL: Does not work on creatures without nervous systems or
unknown anatomies like oozes. Polearm Expert
You can keep your enemies at bay with reach weapons. You gain
Nimble the following benefits:
• When you take the Attack action and attack with only a
You gain a +2 bonus on all Athletics and Sleight of Hand checks. poleaxe, halberd, or quarterstaff, you can use a bonus action to
make a melee attack with the opposite end of the weapon. The
Novice Runesmith weapon’s damage die for this attack is a d4, and the attack deals
bludgeoning damage.
Prerequisite: Level 3, ability to cast spells • While you are wielding a poleaxe, halberd, pike, or quarterstaff,
other creatures provoke an opportunity attack from you when
You have begun the journey to learn the art of Runesmithing.
they enter your reach.
You gain proficiency in Craft (Runes). You can now create Minor
Runes.
Ranged Weapon Upgrade (TL 2)
Opportunist PERQUISITES: Craft (Electronic), Craft (Mechanical), Knowledge
(Science)
PERQUISITE: Opportunity Attack
Upgrade a ranged weapon with a plasma or energy upgrade.
You have mastered techniques to take advantage of every drop in
Must make a successful Craft (Electronic) (DC 30) and a Craft
any enemy’s guard, gaining the following benefits:
(Mechanical), (DC 30) check.
• When a creature within 5 feet of you makes an attack against a
If both checks succeed, the upgrade is successful and one
target other than you (and that target doesn’t have this feat), you
additional damage die of that weapon type is added that does the
can use your reaction to make a melee weapon attack against the
upgraded damage type.
attacking creature.
NOTE: Ammunition (20 box) must also be upgraded in the same
manner as the weapon for it to function.
Opportunity Attack
An enemy that takes certain actions while in a threatened square Shield Block
provokes an attack of opportunity from you. You can only make
attacks of opportunity with melee weapons, never with ranged PREREQUISITES: Proficiency with shields
weapons. Reaction: While you have your shield raised, you would take
• Two actions can provoke attacks of opportunity: moving out of a damage from a physical attack.
threatened square, and performing an action within a threatened Your shield prevents you from taking an amount of damage up to
square that distracts from defending and lets the character’s the shield’s Hardness. You and the shield each take any remaining
guard down. damage, possibly breaking the shield.

Paramedic Sidearm Master (TL 1)


You are an able physician, allowing you to mend wounds quickly PREREQUISITE: Sidearm Proficiency
and get your allies back in the fight. You gain the following benefits:
You have mastered the art of wielding a sidearm with delicate
• When you use a first aid kit to stabilize a dying creature, that precision. You gain the following benefits:
creature also regains 6 Hit Points.
• You gain a +1 bonus to attack rolls made with these weapons.

Pistol Whipper (TL 1)


• When you take the attack action with a sidearm can use a bonus
action to make an attack roll at a creature within 10 ft. of you.
You are skilled in using guns as melee weapons when and if they • When you roll initiative and are not surprised, you can use
run out of bullets. You increase your Strength or Dexterity ability your reaction to draw a sidearm and attack a creature within its
score by 1, to a maximum of 20, and are now considered proficient normal range.
with firearms you use as melee weapons. The damage die for these

Sidearm Proficiency (TL 1)


firearms is as follows: sidearms are d6, and they are considered
finesse weapons, longarms are d8, and heavy longarms are d10.
The damage type for these attacks is bludgeoning.
You gain proficiency with all sidearms and can use them without
penalty.
Point Blank Shot
You gain a +1 bonus on attack and damage rolls with ranged Simple Weapons Proficiency
weapons against opponents within 30 feet.
You gain proficiency with all simple weapons.

CORE RULEBOOK | 147


Skip Shot (TL 1) Sunder
PREREQUISITES: Point Blank Shot, Precise Shot. PREREQUISITES: Strength 13,
If you have a solid, relatively smooth surface on which to skip a When you strike an object held or carried by an opponent, such as
bullet (such as a street or a concrete wall), and a target within 10 a weapon, the character does not provoke an attack of opportunity.
feet of that surface, you may ignore cover between you and the You gain a +4 bonus on any attack roll made to attack an object
target. However, you receive a -2 penalty on your attack roll, and held or carried by another character. You deal double normal
your attack deals -1 die of damage. damage to objects, whether they are held or carried or not.
SPECIAL. The surface doesn’t have to be perfectly smooth and
level; a brick wall or an asphalt road can be used.
Trustworthy
Spring Attack You gain a +2 bonus on all Investigation and Persuasion checks.

PREREQUISITES: Dexterity 13, Dodge


When using an attack action with a melee weapon, you can move Ultra-Immune System
both before and after the attack, provided that the total distance
PREREQUISITE: Constitution 13
moved is not greater than your speed.
You gain a +2 bonus on Constitution saving throws to resist
You can’t use this feat if you are carrying a heavy load or wearing
poisons, diseases, and radiation.
heavy armor.
SPECIAL: Any permanent ability drain inflicted on you is treated as
temporary ability damage instead.
Strafe (TL 1)
PREREQUISITES: Longarm and/or Sidearm Proficiency, Advanced Unbalance Opponent
Firearms Proficiency.
PREREQUISITE: Defensive Martial Arts
When using a firearm on auto-fire, you can affect an area four
5-foot squares long and one square wide (that is, any four squares During your action, you designate an opponent no more than
in a straight line). one size category larger or smaller than yourself. That opponent
doesn’t get to add his or her Strength modifier to attack rolls when
NORMAL. A firearm on auto-fire normally affects a 10-foot-by-
targeting you. (If the opponent has a Strength penalty, he or she
10-foot area.
still takes that penalty.)
The opponent’s Strength modifier applies to damage, as usual.
Streetfighting You can select a new opponent on any action.

Once per round, if you make a successful melee attack with an


unarmed strike, a light weapon or an improvised weapon you deal Vehicle Dodge (TL 1)
an extra 1d6 points of damage.
PREREQUISITES: Drive proficiency, Vehicle Expert.

Suppressive Fire (TL 1)


When driving a vehicle, during your action you designate an
opposing vehicle or a single opponent. Your vehicle and everyone
aboard it receive a +1 dodge bonus to AC against attacks from that
When you have a firearm with the automatic or burst fire property vehicle or opponent. You can select a new vehicle or opponent on
drawn, you can use an action to suppress a field of fire within a 10 any action.
foot radius at any point within your weapon’s normal range. This
ability expends a number of bullets equal to half your firearm’s
total reload count when used. You cannot take bonus actions if
you take this action. You must have at least half your gun’s reload
Vehicle Expert (TL 1)
count loaded into your weapon to use this ability. When you use You gain a +2 bonus on all Drive(Pilot) checks.
this ability, you gain the following benefits until the beginning of
your next turn. Creatures within the area have disadvantage on
attack rolls and Dexterity Saving Throws. Creatures within the area
can only move at half speed and cannot Dash. If any creatures
Weapon Focus
move or take an action within the area or moves into its area for PREREQUISITE: Proficient with weapon
the first time, you can make an attack against them. You can make
Choose a specific weapon. You can choose unarmed strike or
this attack for a number of times equal to half your proficiency
grapple for your weapon for purposes of this feat.
bonus. You cannot make this attack at the same creature more
than once. This attack does not expend ammunition. You gain a +1 bonus on all attack rolls you make using the selected
weapon.
SPECIAL. You can gain this feat multiple times. Each time you take
the feat, you must select a different weapon.

148 | DARKENERGY ROLEPLAYING GAME


EQUIPMENT
startinG equiPMent
When you create your character, you have an amount of Barter across magic items or spells to purchase. The value of magic is
Units (Bu) available to purchase your starting equipment based far beyond simple Barter Units and should always be treated as
on your background. The GM can change the initial amount of Bu such.
available. GEMS, JEWELRY, AND ART OBJECTS. These items retain their full
You decide how your character came by this starting equipment. value in the marketplace, and you can either trade them in for coin
It might have been an inheritance, or goods that the character or use them as currency for other transactions. For exceptionally
purchased during his or her upbringing. You might have been valuable treasures, the GM might require you to find a buyer in a
equipped with a weapon, armor, and a backpack as part of military large town or larger community first.
service. You might even have stolen your gear. A weapon could
be a family heirloom, passed down from generation to generation
until your character finally took up the mantle and followed in an
ancestor’s adventurous footsteps.

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.

barter units (bu)


When the worlds collided, humans needed a way to keep track of
their money, but each race had their own form of currency. It was
agreed upon that a silver piece was equal to one US dollar and
both equaled a new, neutral form of currency called a Barter Unit.
1 US = 1 EUR = 1 sp = 1 Bu
10 cp = 1 sp
10 sp = 1 gp

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

CORE RULEBOOK | 149


ARMOR AND SHIELDS
DarkEnergy worlds are a vast tapestry made up of many different cultures, each with its own
technology level. For this reason, adventurers have access to a variety of armor types, ranging from
leather armor to bullet proof vests to advanced powered armor with several other kinds of armor in
between. The Armor table collects the most commonly available types of armor found in the game
and separates them into three categories: light armor, medium armor, and heavy armor. Many
warriors supplement their armor with a shield.
The Armor table shows the cost, weight, and other properties of the common types of armor worn in the
worlds of DarkEnergy.

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).

arMor Proficiency calculatinG ac


Anyone can put on a suit of armor or strap a shield to an arm. Only Armor Class = 10 + armor’s AC bonus+ Dexterity modifier (up to
those proficient in the armor’s use know how to wear it effectively, armor’s Max Dex) + proficiency bonus + other bonuses/penalties.
however. Your class gives you proficiency with certain types of
armor. If you wear armor that you lack proficiency with, you have stealth
disadvantage on any ability check, saving throw, or attack roll that If the Armor table shows “Disadvantage” in the Stealth column, the
involves Strength or Dexterity, and you can’t cast spells. wearer has disadvantage on Dexterity (Stealth) checks.

150 | DARKENERGY ROLEPLAYING GAME


TL 2 EXPERIMENTAL ARMOR
LIGHT AC BONUS MAX DEX DAMAGE RESISTANCE STRENGTH STEALTH BU COST
Nanotube +4 - Slashing (2), Bludgeoning (2) - - 750
MEDIUM
Enhanced Plastics +5 +2 Piercing (3), Slashing (3) - - 1500
HEAVY
Powered Armor1 +8 (Hardness 5) +0 Unique Str 18 Disadvantage 10,000
SHIELD
Energy shield +3 - - Disadvantage 250
1-See description for special rules.

Shields Heavy Armor


A shield is made from wood or metal and is carried in one hand. Of all the armor categories, heavy armor offers the best protection.
Wielding a shield increases your Armor Class only while your These suits of armor cover the entire body and are designed to
shield is raised. This requires using the Raise Shield action. stop a wide range of attacks. Only proficient warriors can manage
their weight and bulk.
Shield HP
The shield’s Hit Points (HP) measure how much damage the shield
Damage Resistance
can take before it’s broken and unusable (its total HP). A shield Some armor comes with natural resistance to a certain type of
can be repaired with half the cost of the shield and 1 hour of time. damage. This natural resistance is limited however and once it has
A repaired shield permanently loses 5 HP each time it is repaired. taken that type of damage the given number of times, it no longer
So in this manner, an impromptu shield that only starts with 5 HP has resistance to that damage type until it has been repaired.
cannot be repaired. A critical hit automatically removes all remaining resistance
charges.
Hardness Repairing the damage resistance to a piece of armor requires a
Whenever an object takes damage, the amount of damage it takes successful Intelligence (Repair) check. The requirements for
is reduced by this amount. repairing damage resistance can be found on the table Armor
Repair. Worn armor can also be repaired at an armorsmith or
Variant: Equipment Sizes similar expert.

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.

Light Armor Powered Armor


Made from supple and thin materials, light armor favors agile Powered armor is an experimental suit of armor made of articulated
adventurers since it offers some protection without sacrificing plates of metal over an inner layer of flexible, bulletproof armor
mobility. If you wear light armor, you add your Dexterity modifier which provides a thick layer of cushioning against blunt trauma.
to the base number from your armor type to determine your Armor Thanks to a hidden framework of artificial muscles, the armor is
Class. practically weightless. Some models include the ability to transmit
and receive radio signals, but that is not a universal feature.
Medium Armor While wearing powered armor you have constant resistance to
Medium armor offers more protection than light armor, but it also nonmagical ballistic, bludgeoning, piercing, and slashing damage.
impairs movement more. If you wear medium armor, you add your The weight of your armor does not count towards your carrying
Dexterity modifier, to a maximum of +2, to the base number from capacity or encumbrance.
your armor type to determine your Armor Class.
Powered armor is extremely resistant to damage and provides the
wearer with 5 Hardness.
Firefighter Suit
Coat, pants, boots and helmet developed for fighting fires. This
does not include breathing apparatuses.

CORE RULEBOOK | 151


WEAPONS
The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives and splash
weapons, and melee weapons.

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

152 | DARKENERGY ROLEPLAYING GAME


MELEE WEAPONS
SIMPLE MELEE WEAPONS DAMAGE DAMAGE TYPE RANGE PROPERTIES WEIGHT BU COST
Bayonet (fixed) (TL 1) 1d4 Piercing - Special, Large 1 lb. 5
Brass Knuckle 1d4 Bludgeoning - Light, Hidden 2 lb. 1
Club 1d4 Bludgeoning - Light 2 lb. 1
Dagger 1d4 Piercing Thrown (20 ft.) Finesse, Light 1 lb. 2
Fist Claws 1d4 Slashing - Light, Exotic 1 lb. 2
Handaxe 1d6 Slashing Thrown (20 ft.) Light 2 lb. 5
Mace 1d6 Bludgeoning - - 4 lb. 12
Machete (TL 1) 1d6 Slashing - Small 2 lb. 10
Quarterstaff 1d6 Bludgeoning - Versatile (1d8) 4 lb. 2
Scythe 2d4 Slashing - Heavy, Two-Handed 4 lb. 5
Sickle 1d4 Slashing - Finesse, Light 3 lb. 10
Spear 1d6 Piercing Thrown (20 ft.) Versatile (1d8) 3 lb. 10
Stun Gun (TL 1) 1d3 Electricity - Special, Tiny 1 lb. 50
Sword cane 1d6 Piercing - Special 3 lb. 10
Unarmed strike 1d4 Bludgeoning - - - -
MARTIAL MELEE WEAPONS
Arming sword 1d6 Piercing - Versatile (1d10) 2 lb. 10
Battleaxe 1d8 Slashing - Versatile (1d10) 4 lb. 10
Chain 1d6/1d6 Bludgeoning - Special, Large 5 lb. 10
Chainsaw (TL 1) 2d6 Slashing - Heavy, Two-Handed 10 lb. 150
Crescent moon knife 1d4 Slashing - Special, Finesse, Light, Exotic 2 lb. 10
Fan 1d4 Slashing - Finesse, Light, Exotic 1 lb. 5
Flail 1d8 Bludgeoning - Exotic 4 lb. 10
Glaive 1d10 Slashing - Heavy, Reach, Two-Handed 6 lb. 20
Greataxe 1d12 Slashing - Heavy, Two-Handed 7 lb. 30
Greatsword 2d8 Slashing - Heavy, Reach, Two-Handed 7 lb. 100
Hook Spear 1d8 Slashing/Piercing - Special, Heavy, Reach, Two-Handed 7 lb. 100
Katana 2d6 Slashing - Two-Handed, Large ,Exotic 6 lb. 40
Lance 1d12 Piercing - Special, Reach 6 lb. 10
Longsword 1d10 Slashing - Two-Handed, Large 3 lb. 10
Maul 1d6 Bludgeoning - Heavy, Two-Handed 10 lb. 10
Morningstar 1d8 Piercing - - 4 lb. 15
Nunchaku 1d6 Bludgeoning - Finesse, Light 1 lb. 5
Poleaxe 1d10 Piercing - Heavy, Reach, Two-Handed 18 lb. 5
Rapier 1d8 Piercing - Finesse 2 lb. 25
Sai 1d4 Bludgeoning Thrown (20 ft.) Special, Finesse, Light, Exotic 3 lb. 25
Scimitar 1d6 Slashing - Finesse, Light 3 lb. 25
Sickle sword 1d6 Slashing - Finesse, Light 3 lb. 20
Trident 1d6 Piercing Thrown (20 ft.) Versatile (1d8) 4 lb. 5
Three-section staff 1d10/1d10 Bludgeoning - Special, Exotic 4 lb. 5
Warhammer 1d8 Bludgeoning - Versatile (1d10) 2 lb. 15
War Scythe 2d4 Slashing - Heavy, Reach, Two-Handed 13 lb. 15
Whip 1d4 Slashing - Finesse, Reach 3 lb. 2

CORE RULEBOOK | 153


RANGED WEAPONS
DAMAGE RANGE
SIMPLE RANGED WEAPONS DAMAGE PROPERTIES WEIGHT BU COST
TYPE INCREMENT
Atlatl (Dart) 1d6 Piercing 20/60 ft. Ammunition, Two-Handed, Exotic 2 lb. 2
Atlatl (Javelin) 1d8 Piercing 30/90 ft. Ammunition, Two-Handed, Exotic 2 lb. 5
Atlatl (Spear) 1d8 Piercing 20/80 ft. Ammunition, Two-Handed, Exotic 2 lb. 5
Boomerang 1d4 Slashing Thrown (20 ft.) Special, Finesse, Exotic 3 lb. 50
Crossbow (light) 1d8 Piercing 40 ft. Ammunition, Loading, Two-Handed 5 lb. 25
Dart 1d4 Piercing Thrown (20 ft.) Finesse 1/4 lb. 2
Javelin 1d6 Piercing Thrown (30 ft.) - 2 lb. 1
Pepper spray (TL 1) - - 5 ft. Special, Tiny .5 lb. 5
Shortbow 1d6 Piercing 40 ft. Ammunition, Two-Handed 2 lb. 30
Sling 1d4 Bludgeoning 20 ft. Ammunition - 1
Taser (TL 1) 1d4 Electricity 10 ft. Special, Small, 1 int. 2 lb. 100
MARTIAL RANGED WEAPONS
Blowgun - 1 Piercing 20 ft. Ammunition 1 lb. 10
Chakram 1d10 Slashing Thrown (80 ft.) Finesse, Exotic 3 lb. 50
Compound bow, small (TL 1) 2d4 Piercing 20/80 ft. Ammunition 3 lb. 50
Compound bow, large (TL 1) 1d12 Piercing 30/120 ft. Ammunition 8 lb. 100
Crossbow (hand) 1d6 Piercing 30 ft. Ammunition, Exotic 3 lb. 25
Crossbow (heavy) 1d12 Piercing 40 ft. Ammunition 18 lb. 75
Flamethrower (TL 1) 3d6 Fire - Large, 10 int., Special, Exotic 50 lb. 250
Longbow 1d8 Piercing 90 ft. Ammunition 2 lb. 50
Net - - Thrown (15 ft.) Special 3 lb. 1
Shuriken 1d4 Piercing Thrown (20 ft.) Tiny, Exotic .5 lb. 1

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.

154 | DARKENERGY ROLEPLAYING GAME


TL 1 FIREARMS
DAMAGE RANGE BU
SIDEARMS RATE OF FIRE MAGAZINE SIZE RELOAD WEIGHT
(BALLISTIC) INCREMENT COST
9mm 1d6 40 ft. Semi 9 box Small 9 3 lb. 150
.45 1d8 60 ft. Semi 7 box Small 7 3 lb. 250
.50AE 1d10 60 ft. Semi 6 box Med 6 4 lb. 500
.22 1d4 30 ft. Semi 10 box Tiny 10 1 lb. 100
9mm machine pistol 1d6 30 ft. Semi, Burst 20 box Med 20 4 lb. 400
LONGARMS
Assault Rifle 1d8 10/500 ft. Semi, Burst 30 box Large 30 10 lb. 500
Sniper Rifle (.50 Cal) 2d8 50/5,000 ft. Single 11 box Huge 1 35 lb. 1000
Shotgun 1d10 10/50 ft. Semi 6 int. Large 6 8 lb. 200
Submachine Gun 1d6 10/50 ft. Semi, Auto 30 box Large 30 7 lb. 350
Sniper Rifle 1d10 30/3,000 ft. Single 5 box Large 1 16 lb. 500
Light Machine Gun 1d8 10/60 ft. Auto Linked Huge 120 22 lb. 750
Hunting Rifle 1d8 20/1,000 ft. Single 5 int. Large 1 8 lb. 150
HEAVY WEAPONS
Heavy Machine Gun 4d8 20/110 ft. Auto Linked Huge 120 75 lb. 1500
Rocket Launcher 8d10 1
30/1,000 ft. Single 1 int. Large 1 5 lb. 7,500
Grenade Launcher Varies1 30/500 ft. Single 1 int. Large 1 7 lb. 1500
1-This weapon does special damage. See weapon description
TL2 EXPERIMENTAL RANGED WEAPONS
RANGED RANGE RATE OF
DAMAGE MAGAZINE SIZE RELOAD WEIGHT BU COST
WEAPONS INCREMENT FIRE
Beam Rifle 1d12 (Radiant) 50/500 ft. Single 5 box Large 1 12 lb. very rare
Plasma Pistol 1d8 (Ballistic) + 1d4 (Fire) 60 ft. Semi 6 box Med 6 3 lb. rare
Plasma Rifle 1d10 (Ballistic) + 2d4 (Fire) 20/200 ft. Semi 20 box Large 10 10 lb. very rare
TL2 EXPERIMENTAL MELEE WEAPONS
MELEE WEAPONS DAMAGE DAMAGE TYPE PROPERTIES WEIGHT BU COST
Chainsaber 2d6 Slashing Finesse, Light 5 lb. rare
Energy Sword 1d6 Slashing +1d12 Electricity 2 lb. very rare

Damage Rate of Fire


The damage the weapon deals on a successful hit.
Some ranged weapons have a rate of fire of 1, which simply means
they can be employed once per round and then must be reloaded
Critical or replaced. Firearms, which operate through many different
The threat range for a critical hit. If the threat is confirmed, a forms of internal mechanisms, have varying rates of fire. The three
weapon deals double damage on a critical hit (roll damage twice, possible rates of fire for sidearms, longarms, and heavy weapons
as if hitting the target two times). are single shot, semiautomatic, burst and automatic.

Damage Type Single


Ranged weapon damage is classified according to type: ballistic A weapon with the single shot rate of fire requires the user to
(all firearms), energy (of a specific type), piercing (some simple manually operate the action (the mechanism that feeds and cocks
ranged weapons), or slashing (a whip). Some creatures or the weapon) between each shot. Pump shotguns and bolt-action
characters may be resistant or immune to some forms of damage. rifles are examples of firearms with single shot rates of fire. A
weapon with the single shot rate of fire can fire only one shot per
Range Increment attack, even if the user has a feat or other ability that normally
allow more than one shot per attack.
Any attack at less than this distance is not penalized for range.
However, each full range increment causes a cumulative -2
penalty on the attack roll. Ranged weapons have a maximum
Semiautomatic (Semi)
range of ten range increments, except for thrown weapons, which Most firearms have the semiautomatic rate of fire. These firearms
have a maximum range of five range increments. feed and cock themselves with each shot. A semiautomatic
weapon fires one shot per attack (effectively acting as a single
shot weapon), but some feats allow characters armed with
semiautomatic weapons to fire shots in rapid successions, getting

CORE RULEBOOK | 155


in more than one shot per attack. two-handed. A Large weapon requires two hands. A Huge weapon
requires two hands and a bi-pod or other mount.
Burst Fire. (Burst) A Small or smaller weapon is considered a light weapon. It can be
A weapon that has the burst fire property can make a normal used one-handed and, as a light weapon, is easier to use in your
single-target attack, or it can spray a 10-footcube area within off hand.
normal range with shots. Each creature in the area must succeed
on a Dexterity saving throw or take the weapon’s normal damage Reload
(DC equals to 12 + your proficiency bonus if proficient). This action The weapon can be fired a number of times equal to its Reload
uses ten pieces of ammunition. score before you must spend an action or a bonus action to reload.
You must have one free hand to reload a firearm.
Automatic (Auto)
Automatic weapons fire a burst or stream of shots with a single Concealed Weapons and Objects
squeeze of the trigger. Only weapons with the automatic rate of fire It’s assumed that, when attempting to conceal a weapon or other
can be set on auto fire or be used with feats that take advantage object, a character is wearing appropriate clothing.
of automatic fire.
Drawing a concealed weapon is more difficult than drawing a
Suppressing Fire regularly holstered weapon, and normally requires an attack
action. Keeping the weapon in an easier-to-draw position makes
Every firearm can do suppressing fire. As an action, you can spray concealing it more difficult.
in a 10-foot-cube area within the firearm’s normal range using
up to ten pieces of ammunition. Each creature in the area must
succeed on a Wisdom saving throw (DC equal to 8+ the number Sleight of Hand Checks
of bullets used) or be frightened of you until the end of your next
turn. If a creature succeeds on its saving throw, it’s immune to To conceal a weapon or other object, make a Sleight of Hand
suppression fire for 24 hours. check. A character concealing an object before he or she heads
out into public can usually take 10 minutes unless he or she is
Magazine rushed, trying to conceal it when others might see, or under other
unusual constraints.
The weapon’s magazine capacity and type are given in this
column. The amount of ammunition a weapon carries, and hence
how many shots it can fire before needing to be reloaded, is Spotting Concealed Objects
determined by its magazine capacity. How the firearm is reloaded Noticing a concealed weapon or other object requires a Spot
depends upon its magazine type. The number in this entry is the check. The DC varies: DC 25 for tiny objects, DC 20 for small
magazine’s capacity in shots; the word that follows the number objects and a DC 10 for medium sized items being concealed. If
indicates the magazine type: box, cylinder, or internal. A fourth type, the target made a roll when concealing an object, the DC of the
linked, has an unlimited capacity; for this reason the entry does Spot check to notice the object is the same as the target’s check
not also have a number. Weapons with a dash in this column have result.
no magazines; they are generally thrown weapons, or weapons
Spot Check = Object DC + Target’s Sleight of Hand skill modifier
(such as bows) that are loaded as part of the firing process.
An observer attempting to spot a concealed object receives a -1
BOX: A box magazine is any type of magazine that can be removed
penalty for every 10 feet between him or herself and the target, and
and reloaded separately from the weapon.
a -5 penalty if distracted.
CYLINDER: A revolver keeps its ammunition in a cylinder, which
Patting someone down for a hidden weapon requires a similar
is part of the weapon and serves as the firing chamber for each
check. However, the skill employed is Search, and the searcher
round as well. Unlike box magazines, cylinders can’t be removed,
gets a +4 circumstance bonus for the hands-on act of frisking
and they must be reloaded by hand. However, most revolvers can
the target. Some devices may also offer bonuses under certain
be used with a speed loader. Using a speed loader is much like
circumstances.
inserting a box magazine into a weapon. Without a speed loader, a
firearm with a cylinder magazine must be loaded by hand.
Spotting Concealable Armor
INTERNAL: Some weapons keep their ammunition in an internal
space, which must be loaded by hand. This is the case with most Concealable armor can be worn under clothing if the wearer wants
shotguns, as well as some rifles. it to go unnoticed. Anyone attempting to notice the armor must
make a Spot check (DC 30).
LINKED: Some machine guns use linked ammunition. The bullets
are chained together with small metal clips, forming a belt.
Typically, a belt holds 50 bullets; any number of belts can be
clipped together. In military units, as the gunner fires, an assistant
clips new ammunition belts together, keeping the weapon fed.
SIZE: Size categories for weapons and other objects are defined
differently from the size categories for creatures. The relationship
between a weapon’s size and that of its wielder defines whether it
can be used one-handed, if it requires two hands, and if it’s a light
weapon.
A Medium-size or smaller weapon can be used one-handed or

156 | DARKENERGY ROLEPLAYING GAME


GRENADES & EXPLOSIVES
Some of the explosives can be bought as a grenade or a planted
explosive, giving them particular properties depending on how it’s
Plastic Explosive
used. Plastic explosive is a soft and hand-moldable solid form of
explosive material. Plastic explosives are especially suited for
Thrown Explosives explosive demolition of obstacles and fortifications by engineers,
combat engineers and criminals. It can be cut, formed, wrapped,
When using a grenade, it’s considered a martial ranged weapon and combined with others of its type.
(range 30/60).
PLANTED. Each creature within 5 feet of the explosive must make
If a grenade requires a saving throw, the DC is 8 + your Dexterity a Dexterity saving throw, taking 3d6 bludgeoning damage on a
modifier + your proficiency bonus. Tear gas grenades use its own failed save, or half as much damage on a successful one. It deals
DC. double damage against objects and structures.

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

TL 1 GRENADES & EXPLOSIVES


BURST RANGE BU
GRENADE TYPE DAMAGE DAMAGE TYPE REFLEX DC SIZE WEIGHT
RADIUS INCREMENT COST
Acid (mild) 1d6 Acid 10 ft. - - Tiny 1 lb. 10
C4/Semtex 4d6 Force 10 ft. 18 - Small 1 lb. 20
Det cord 2d6 Fire Special1 12 - Med 2 lb. 10
Dynamite 2d6 Force 5 ft. 15 10 ft. Tiny 1 lb. 20
Fragmentation grenade 4d6 Piercing 20 ft. 15 10 ft. Tiny 1 lb. 30
Molotov cocktail 1d6 Fire 10 ft. 10 10 ft. Small 1 lb. 10
Smoke grenade - - Special 1
- 10 ft. Small 2 lb. 10
Tear gas grenade 1 - - Special1 - 10 ft. Small 2 lb. 20
Thermite grenade 4d6 Fire 5 ft. 12 10 ft. Small 2 lb. 60
White phosphorus grenade 2d6 Fire 20 ft. 12 10 ft. Small 2 lb. 30
1
-See weapon description

CORE RULEBOOK | 157


SPECIAL WEAPONS
miles per hour) disperses the smoke in 4 rounds; a strong wind
(20 or more miles per hour) disperses it in 1 round. Any creature
starting its turn in the gas is considered blinded and it must make
a Constitution saving throw or be incapacitated (DC 15). A creature
wearing a gas mask automatically succeeds the saving throw. Ranged weapons that are not firearms include such diverse
objects as crossbows, tasers, and pepper spray. The feat that
Thermite Grenade provides proficiency with these weapons varies from weapon to
Thermite does not technically explode. Instead, it creates intense weapon, as indicated on
heat meant to burn or melt through an object upon which the
thermite is set. Flamethrower (TL 1)
PLANTED. Each creature that ends its turn in the same space of A flamethrower consists of a pressurized backpack containing
the thermite must make a Dexterity saving throw, taking 6d6 fire fuel, connected to a tube with a nozzle. It shoots a 5-foot- wide,
damage on a failed save, or half as much damage on a successful 30-foot-long line of flame that deals 3d6 points of fire damage to
one. It last for 1 minute and it provides bright light for a 5-foot all creatures and objects in its path. No attack roll is necessary,
radius and dim light for an additional 5 feet while burning. It deals and thus no feat is needed to operate the weapon effectively. Any
double damage against objects and structures. creature caught in the line of flame can make a Dexterity save (DC
15) to take half damage. Creatures with cover get a bonus on their
White Phosphorus Grenade Reflex save.

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.

Bayonet (Fixed) (TL 1)


The statistics given describe a bayonet fixed at the end of a
longarm with an appropriate mount. With the bayonet fixed, the
longarm becomes a double weapon-club-like at one end and
spear-like at the other. A character can fight with it as if fighting
with two weapons, but if the character does so, he or she incurs
all the normal attack penalties associated with fighting with two
weapons, as if using a one-handed weapon and a light weapon.

158 | DARKENERGY ROLEPLAYING GAME


Sword Cane Lance
This is a lightweight, concealed sword that hides its blade in You have disadvantage when you use a lance to attack a target
the shaft of a walking stick or umbrella. Because of this special within 5 feet of you. Also, a lance requires two hands to wield when
construction, a sword cane is always considered to be concealed; you aren’t mounted.
it is noticed only with a Perception check (DC 18). (The walking
stick or umbrella is not concealed, only the blade within.) Net
A Large or smaller creature hit by a net is restrained until it is freed.
Chain A net has no effect on creatures that are formless, or creatures
Also called the manriki-gusari, this is a simple chain with weighted that are Huge or larger. A creature can use its action to make a
ends. It can be whirled quickly, striking with hard blows from the DC 10 Strength check, freeing itself or another creature within its
weights. One end can also be swung to entangle an opponent. reach on a success. Dealing 5 slashing damage to the net (AC 10)
also frees the creature without harming it, ending the effect and
The chain can be used either as a double weapon or as a reach
destroying the net.
weapon. A character can fight with it as if fighting with two
weapons, incurring all the normal attack penalties as if using a When you use an action, bonus action, or reaction to attack with
one-handed weapon and a light weapon. In this case, the character a net, you can make only one attack regardless of the number of
can only strike at an adjacent opponent. attacks you can normally make.
If a character uses the chain as a reach weapon, he or she can
strike opponents up to 10 feet away. In addition, unlike other Hook Spear
weapons with reach, the character can use it against an adjacent Hook Spears have the potential to dismount cavalry. When you
foe. In this case, the character can only use one end of the chain make a successful slashing attack against mounted opponents,
effectively; he or she can’t use it as a double weapon. they must make a Strength saving throw. The DC for this saving
Because a chain can wrap around an enemy’s leg or other limb, a throw equals 8 + your Strength modifier + your proficiency bonus.
character can make a trip attack with it by succeeding at a melee On a failed save, the target is dismounted from their mount.
touch attack. If the character is tripped during his or her own trip
attempt, the character can drop the chain to avoid being tripped. Crescent Moon Knife
When using a chain, the character gets a +2 equipment bonus An adjoining pair of crescent shaped form a Crescent Moon Knife.
on his or her opposed attack roll when attempting to disarm These knives are usually used in pairs, and, as such, are commonly
an opponent (including the roll to avoid being disarmed if the sold in pairs.
character fails to disarm the opponent). CONCEALED. While the wielder is benefitting from Unarmored
A character can select the Weapon Finesse feat to apply his or her Defense, they gain a +2 bonus to all stealth checks made to
Dexterity modifier instead of Strength modifier to attack rolls with conceal the blade.
a chain. DISARM. While the wielder is wearing nothing more than light
armor and is benefitting from Dodge, the wielder gains +1 AC and
Three-Section Staff can use a reaction to attempt to disarm an opponent. They make
Originally a farm implement for threshing grain, this weapon is a strength saving throw contested by your dexterity (athletics)
composed of three sections of wood of equal lengths, joined at check. If they lose the contest, and the weapon is not bonded to
the ends by chain, leather, or rope. The three-section staff requires them physically, they are disarmed of the weapon and it is placed
two hands to use. within a 5-foot radius of you, where anyone can pick it up as their
free action.
The three-section staff is a double weapon. A character can fight
with it as if fighting with two weapons, but if he or she does, the
character incurs all the normal attack penalties associated with
Sai
fighting with two weapons, as if using a one- handed weapon and These weapons are usually used in pairs, and, as such, are
a light weapon. commonly sold in pairs. The sai’s three blunted points are perfect
for blocking and catching weapons.
Stun Gun (TL 1) DISARM. When wielding two sai, you gain +1 AC and can use a
Although the name suggests a ranged weapon, a stun gun requires reaction to attempt to disarm an opponent. They make a strength
physical contact to affect its target. (The taser is a ranged weapon saving throw contested by your dexterity (athletics) check. If they
with a similar effect.) On a successful hit, the stun gun deals lose the contest, and the weapon is not bonded to them physically,
1d3 points of electricity damage, (do not add the character’s Str they are disarmed of the weapon and it is placed within a 5-foot
bonus) and the target must make a Fortitude saving throw (DC 15) radius of you, where anyone can pick it up as their free action.
or be paralyzed for 1d6 rounds.
Rocket Launcher
Boomerang This is a rocket-propelled high-explosive grenade launcher. It
Once thrown, the boomerang will return to the wielder if it misses can be fired at a point within range. You do not make an attack
its target at the beginning of the thrower’s next turn. roll: each creature within 10 feet of the impact point must make
a Dexterity saving throw, taking 5d6 piercing damage on a failed
save, or half as much on a successful one. At normal range, the DC
is 15; at long range the DC is 10.

CORE RULEBOOK | 159


Grenade Launcher
As an action, a character can throw a grenade at a point up to 60
feet away. With a grenade launcher, the character can propel the
grenade up to 120 feet away.

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.

Plasma Upgrade (TL 2)


Bladed melee weapons can have their edges upgraded with plasma
technology to do one additional damage die of fire damage.
Ranged weapons and their ammunition must be fitted with plasma
upgrades to do one additional damage die of fire damage.

Energy Upgrade (TL 2)


Blunt melee weapons can have their bodies upgraded with energy
technology to do one additional damage die of electricity damage.
Ranged weapons and their ammunition must be fitted with energy
upgrades to do one additional damage die of electricity damage.

160 | DARKENERGY ROLEPLAYING GAME


ADVENTURING GEAR
This section describes items that have special rules or require further explanation.

Acid EQUIPMENT PACKS CAPACITY BU COST


Burglar’s Pack 30 lb. 20
As an action, you can splash the contents of this vial onto a creature
Entertainer’s Pack 30 lb. 40
within 5 feet of you or throw the vial up to 20 feet, shattering it on
impact. In either case, make a ranged attack against a creature or Explorer’s Pack 30 lb. 10
object, treating the acid as an improvised weapon. On a hit, the Hacker’s Briefcase 30 lb. 500
target takes 2d6 acid damage. Medic’s Pack 30 lb. 40
Priest’s Pack 30 lb. 20
Arcane Focus Repairman’s Toolbag 30 lb. 150
An arcane focus is a special item— an orb, a crystal, a rod, a Scholar’s Pack 30 lb. 40
specially constructed staff, a wand-like length of wood, or some Search and Rescue Pack 30 lb. 75
similar item— designed to channel the power of arcane spells. A Soldier’s Pack 30 lb. 60
Mage or warlock, can use such an item as a spellcasting focus, as
described in chapter 10.
Chest
Backpack Holds 12 cubic feet or 300 lb. of gear.
This is a good-sized backpack, made of tough water-resistant
material. It has one or two central sections, as well as several
exterior pockets and straps for attaching tents, bedrolls, or other
Compass
gear. It can carry up to 60 pounds of gear. A compass relies on the Earth’s magnetic field to determine
the direction of magnetic north. A compass grants its user a +2
Ball Bearings (TL 1) equipment bonus on Navigate checks.

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).

Standard binoculars reduce the range penalty for Spot checks


to -1 for every 50 feet (instead of -1 for every 10 feet). Using
Crowbar
binoculars for Spot checks takes five times as long as making the Using a crowbar grants advantage to Strength checks where the
check unaided. crowbar’s leverage can be applied.

Candle Druidic Focus


For 1 hour, a candle sheds bright light in a 5-foot radius and dim A druidic focus might be a sprig of mistletoe or holly, a wand or
light for an additional 5 feet. scepter made of yew or another special wood, a staff drawn whole
out of a living tree, or a totem object incorporating feathers, fur,
Case, Crossbow Bolt bones, and teeth from sacred animals. A druid can use such an
object as a spellcasting focus, as described in chapter 10.
This wooden case can hold up to twenty crossbow bolts.
Duct Tape (TL 1)
Case, Map or Scroll The usefulness of duct tape is limited only by a character’s
This cylindrical leather case can hold up to ten rolled-up sheets of imagination. Duct tape can support up to 200 pounds indefinitely,
paper or five rolled-up sheets of parchment. or up to 300 pounds for 1d6 rounds. Characters bound with duct
tape must make a Strength or Survival check (DC 20) to free
Chain themselves. A roll provides 70 feet of tape, 2 inches wide.
A chain has 10 hit points. It can be burst with a successful DC 20
Strength check. Fire Extinguisher (TL 1)
This portable apparatus uses a chemical spray to extinguish small
Chemical Light Stick (TL 1) fires. The typical fire extinguisher ejects enough extinguishing
This disposable plastic stick, when activated, uses a chemical chemicals to put out a fire in a 10-foot-by-10-foot area as a move
reaction to create light for 6 hours. It illuminates an area only 5 action. It contains enough material for two such uses.
feet in radius. Once activated, it can’t be turned off or reused. The
listed purchase DC is for a pack of 5 sticks.

CORE RULEBOOK | 161


GEAR Bu Cost Adventuring Gear (cont.) Bu Cost Clothing (cont.) Bu Cost
Ammunition Holy water (flask) 25 Ghillie suit 100
Arrows (20) 10 Hourglass 25 Uniform 40
Blowgun needles (50) 5 Hunting trap 5 Professional Tools
Crossbow bolts (20) 10 Ink (1 oz. bottle) 10 Brewer’s supplies 20
Sidearm bullets (20) 30 Ink pen .25 Calligrapher’s supplies 10
Longarm bullets (20) 50 Jug or pitcher .5 Carpenter’s tools 8
Shotgun Shells (10) 40 Ladder (10 ft.) 1 Cartographer’s tools 15
Machine Gun bullets (100) 300 Lantern 10 Chemistry Kit 50
Rocket (1) 50 Lock 10 Climbing gear 25
Sling bullets (20) 1 Magnifying glass 100 Cook’s utensils 5
Weapon Accessories Manacles 2 Demolition kit 200
Box magazine 10 Map 5 Electrician’s tools 75
Detonator (triggered) 10 Mess kit 2 Evidence kit 25
Detonator (radio controlled) 50 Miner’s Pick 2 Gaming Set 15
Detonator (timed) 5 Oil (flask) 1 Glassblower’s tools 30
Detonator (wired) 25 Paper (one sheet) 2 Jeweler’s tools 25
Holster (hip) 10 Parchment (one sheet) 1 Mason’s tools 5
Holster (concealed) 20 Pharmaceuticals Varies Mechanic’s tools 100
Laser sight 75 Piton .5 Painter’s supplies 10
Scope 150 Poison (basic, vial) 100 Potter’s tools 10
Scope (thermal) 1000 Pole (10 ft.) 5 Smith’s tools 20
Speed loader 50 Portable stove 40 Tinker’s tools 50
Suppressor 200 Pouch 5 Weaver’s tools 5
Adventuring Gear Quiver 1 Woodcarver’s tools 5
Acid (vial) 25 gp Ram (portable) 4 Disguise kit 25
Arcane Focus 30 Rations (1 day) 5 Forgery kit 15
Backpack (empty) 2 Rope (50 ft.) 10 First Aid kit 25
Ball bearings (bag of 1,000) 10 Sack 1 Surgical tools 100
Bedroll 1 Scale 5 Herbalism kit 5
Binoculars 30 Sealing wax 5 Musical Instruments Varies
Blanket 5 Shovel 2 Navigator’s tools 25
Bottle (glass) 2 Signal whistle 5 Poisoner’s kit 50
Candle .25 Sleeping Bag 40 Tattoo Artist’s tools 150
Case, crossbow bolt 5 Spellbook 50 Thieves’ tools 25
Case, map or scroll 1 Spikes (iron, 10) 1 Surveillance Gear
Chain (10 ft.) 5 Spyglass 750 Black box 10
Chalk (1 piece) .25 Tent (2-person dome) 55 Caller ID defeater 20
Chemical light sticks (5) 3 Tent (4-person dome) 75 Cellular interceptor 225
Chest 5 Tent (8-person dome) 150 Lineman’s buttset 65
Compass 20 Tinderbox 5 Metal detector 55
Component pouch 25 Torch Night vision goggles 100
Crowbar 5 Vial .5 Tap detector 30
Druidic Focus 5 Waterbottle (full) 2 Telephone tap 65
Duct Tape 10 Whetstone 1 Telephone line tracer 225
Fire extinguisher 35 Computers and Electronics Bags and Boxes
Fishing tackle 1 Camera 150 Aluminum case (75 lb.) 80
Flashlight 10 Smartphone 250 Briefcase 30
Flask or tankard 2 Tablet 500 Day pack 20
Gas mask 65 Portable satellite phone 100 Outerwear
GPS receiver 75 Walkie-talkie 30 Coat 35
Grappling hook 2 Clothing Fatigue jacket 30
Hammer 1 Business Suit 150 Hazmat Suit 1,000
Hammer (sledge) 2 Formal 75 Parka 40
Holy Symbol 5 Fatigues 60 Tool belt 40

162 | DARKENERGY ROLEPLAYING GAME


Fishing Tackle DC 15 Dexterity check. Your GM may decide that better locks are
available for higher prices.
This kit includes a wooden rod, silken line, corkwood bobbers,
steel hooks, lead sinkers, velvet lures, and narrow netting. Magnifying Glass
Flashlight (TL 1) This lens allows a closer look at small objects. It is also useful
as a substitute for flint and steel when starting fires. Lighting a
Flashlights come in a wide variety of sizes and quality levels. fire with a magnifying glass requires light as bright as sunlight to
Those covered here are professional, heavy-duty models, rugged focus, tinder to ignite, and about 5 minutes for the fire to ignite. A
enough to withstand the rigors of modern adventuring. Flashlights magnifying glass grants advantage on any ability check made to
negate penalties for darkness within their illuminated areas. appraise or inspect an item that is small or highly detailed.

Gas Mask (TL 1) Manacles


This apparatus covers the face and connects to a chemical air These metal restraints can bind a Small or Medium creature.
filter canister to protect the lungs and eyes from toxic gases. It Escaping the manacles requires a successful DC 20 Dexterity
provides total protection from eye and lung irritants. The filter check. Breaking them requires a successful DC 20 Strength check.
canister lasts for 12 hours of use. Changing a filter is a move Each set of manacles comes with one key. Without the key, a
action. The purchase of one extra filter canister is 6 Bu. creature proficient with thieves’ tools can pick the manacles’ lock
with a successful DC 15 Dexterity check. Manacles have 15 hit
Holy Symbol points.
A holy symbol is a representation of a god or pantheon. It might
be an amulet depicting a symbol representing a deity, the same Mess Kit
symbol carefully engraved or inlaid as an emblem on a shield, or a This tin box contains a cup and simple cutlery. The box clamps
tiny box holding a fragment of a sacred relic. Appendix B lists the together, and one side can be used as a cooking pan and the other
symbols commonly associated with many gods in the multiverse. as a plate or shallow bowl.
A Disciple or Templar can use a holy symbol as a spellcasting
focus, as described in chapter 10. To use the symbol in this way,
the caster must hold it in hand, wear it visibly, or bear it on a shield.
Oil
Oil usually comes in a clay flask that holds 1 pint. As an action,
Holy Water you can splash the oil in this flask onto a creature within 5 feet
of you or throw it up to 20 feet, shattering it on impact. Make a
As an action, you can splash the contents of this flask onto a ranged attack against a target creature or object, treating the oil as
creature within 5 feet of you or throw it up to 20 feet, shattering it an improvised weapon. On a hit, the target is covered in oil. If the
on impact. In either case, make a ranged attack against a target target takes any fire damage before the oil dries (after 1 minute),
creature, treating the holy water as an improvised weapon. If the the target takes an additional 5 fire damage from the burning oil.
target is a fiend or undead, it takes 2d6 radiant damage. You can also pour a flask of oil on the ground to cover a 5-foot-
A Disciple or Templar may create holy water by performing a square area, provided that the surface is level. If lit, the oil burns for
special ritual. The ritual takes 1 hour to perform, uses 25 Bu worth 2 rounds and deals 5 fire damage to any creature that enters the
of powdered silver, and requires the caster to expend a 1st-level area or ends its turn in the area. A creature can take this damage
spell slot. only once per turn.
PHARMACEUTICALS
Hunting Trap Item Cost
When you use your action to set it, this trap forms a saw-toothed Antibiotic I 150 Bu
steel ring that snaps shut when a creature steps on a pressure plate Antibiotic II 2,000 Bu
in the center. The trap is affixed by a heavy chain to an immobile
Antibiotic III 5,000 Bu
object, such as a tree or a spike driven into the ground. A creature
that steps on the plate must succeed on a DC 13 Dexterity saving Antibiotic IV 10,000 Bu
throw or take 1d4 piercing damage and stop moving. Thereafter, Antitoxin 75 Bu
until the creature breaks free of the trap, its movement is limited Antiviral I 8,000 Bu
by the length of the chain (typically 3 feet long). A creature can use
Antiviral II 30,000 Bu
its action to make a DC 13 Strength check, freeing itself or another
creature within its reach on a success. Each failed check deals 1 Healing Serum 1 25 Bu
piercing damage to the trapped creature. Healing Serum II 150 Bu
Healing Serum III 500 Bu
Lantern Healing Serum IV 5,000 Bu
A hooded lantern casts bright light in a 30-foot radius and dim HP Booster 50 Bu
light for an additional 30 feet. Once lit, it burns for 6 hours on a HP Booster II 250 Bu
flask (1 pint) of oil. As an action, you can lower the hood, reducing
HP Booster III 2,000 Bu
the light to dim light in a 5-foot radius.
Iodine tablets 75 Bu
Lock Mood Suppressor 100 Bu
Mood Suppressor II 1,000 Bu
A key is provided with the lock. Without the key, a creature
proficient with thieves’ tools can pick this lock with a successful Vaccine 2,000 Bu

CORE RULEBOOK | 163


Pharmaceuticals (TL 1) You regain 8d8+30 Hit Points when you are injected with this drug.

These drugs do a variety of tasks. Each dose comes in a 10 mL


syringe. Applying the dose takes an action.
HP Booster
Item (Pharmaceutical) Uncommon
Antibiotic I You gain 5 Temporary Hit Points for 1 hour when you are injected
with this drug. HP Booster injections do not stack.
Item (Pharmaceutical) Common
When you take or are injected with an antibiotic, you gain a +4
bonus to saving throws against bacterial disease for 3 days.
HP Booster
Item (Pharmaceutical) Rare
Antibiotic II You gain 10 Temporary Hit Points for 1 hour when you are injected
with this drug. HP Booster injections do not stack.
Item (Pharmaceutical) Uncommon
When you take or are injected with an antibiotic, you gain a +5
bonus to saving throws against bacterial disease for 3 days.
HP Booster
Item (Pharmaceutical) Very Rare
Antibiotic III You gain 30 Temporary Hit Points for 1 hour when you are injected
with this drug. HP Booster injections do not stack.
Item (Pharmaceutical) Rare
When you take or are injected with an antibiotic, you gain a +6
bonus to saving throws against bacterial disease for 3 days.
Iodine Tablets
Item (Pharmaceutical) Uncommon
Antibiotic IV When you ingest these tablets, you gain a +4 bonus to saving
throws against radiation poisoning for 1 day.
Item (Pharmaceutical) Very Rare
When you take or are injected with an antibiotic, you gain a +7
bonus to saving throws against bacterial disease for 3 days.
Mood Suppressor
Item (Pharmaceutical) Rare
Antitoxin You gain advantage on saving throws against being charmed or
frightened for 1 hour when you are injected with this drug. You
Item (Pharmaceutical) Uncommon
must wait until the effects wear off before taking another injection.
You gain advantage on saving throws against poison for 1 hour. It
confers no benefit to undead or constructs. Mood Suppressor II
Antiviral I Item (Pharmaceutical) Very Rare
You gain temporary immunity to being charmed or frightened for 1
Item (Pharmaceutical) Uncommon
hour when you are injected with this drug. You must wait until the
When you take or are injected with an antiviral, you gain a +3 bonus effects wear off before taking another injection.
to saving throws against viral disease for 3 days.
Vaccine
Antiviral II Item (Pharmaceutical) Uncommon
Item (Pharmaceutical) Rare
Once injected, the vaccine has a chance of conferring immunity
When you take or are injected with an antiviral, you gain a +4 bonus to one specific disease of your choice. A DC 15 flat check will
to saving throws against viral disease for 3 days. determine if the vaccine was successful. On a success you are
immune to the disease.
Healing Serum I SIDE EFFECTS: There is also a chance of a side effect after taking
Item (Pharmaceutical) Uncommon the vaccine. A DC 10 flat check will determine the outcome. On a
failure, you become sickened 1 for a week. On a critical failure you
You regain 1d8 Hit Points when you are injected with this drug.
become sickened 2, stupefied 1 and fatigued for 2 weeks.

Healing Serum II Poison (Basic)


Item (Pharmaceutical) Rare
You can use the poison in this vial to coat one slashing or piercing
You regain 3d8+10 Hit Points when you are injected with this drug. weapon or up to three pieces of ammunition. Applying the
poison takes an action. A creature hit by the poisoned weapon or
Healing Serum III ammunition must make a DC 10 Constitution saving throw or take
1d4 poison damage. Once applied, the poison retains potency for
Item (Pharmaceutical) Very Rare
1 minute before drying.
You regain 6d8+20 Hit Points when you are injected with this drug.
Portable Stove (TL 1)
Healing Serum IV This small stove works on kerosene or white gasoline, and can
Item (Pharmaceutical) Legendary easily be broken down and carried for backpacking.

164 | DARKENERGY ROLEPLAYING GAME


Pouch This dime-store variety has only a few channels. Anyone else
using a similar walkie-talkie within range can listen in on the
A cloth or leather pouch can hold up to 20 sidearm bullets or character’s conversations. It has a range of 2 miles.
50 blowgun needles, among other things. A compartmentalized
pouch for holding spell components is called a component pouch
(described earlier in this section). Clothing
Quiver The items described here represent special clothing types, or
unusual outfits that a character might need to purchase.
A quiver can hold up to 20 arrows.
For the most part, clothing choice is based on character concept.
Ram, Portable (TL 1) It’s generally assumed that a hero owns a reasonable wardrobe
of the sorts of clothes that fit his or her lifestyle. Sometimes,
You can use a portable ram to break down doors. When doing so, however, a character might need something out of the ordinary.
you gain a +4 bonus on the Strength check. One other character When that’s the case, he or she will have to purchase it like any
can help you use the ram, giving you advantage on this check. other piece of gear. Clothes have two effects on game mechanics:
one on Disguise checks, and one on Sleight of Hand checks.
Rope First, clothing is part of a disguise. See the Disguise skill description
Climbing rope can support up to 1,000 pounds. for more on how appropriate dress affects Disguise checks.
Clothes also help to hide firearms, body armor, and small objects.
Scale Tightly tailored clothing imposes a penalty on an attempt to
A scale includes a small balance, pans, and a suitable assortment conceal an object; clothing purposely tailored to conceal objects
of weights up to 2 pounds. With it, you can measure the exact provides a bonus.
weight of small objects, such as raw precious metals or trade
goods, to help determine their worth. Fatigues (TL 1)
Called “battle dress uniforms” (or BDUs) in the United States
Spellbook Army, these are worn by hardened veterans and wannabes alike.
Essential for certain Mages, a spellbook is a leather-bound tome They’re rugged, comfortable, and provide lots of pockets. They
with 100 blank vellum pages suitable for recording spells. are also printed in camouflage patterns: woodland, desert, winter
(primarily white), urban (gray patterned), and black are available.
Tinderbox When worn in an appropriate setting, fatigues grant a +2 bonus on
Hide checks.
This small container holds flint, fire steel, and tinder (usually dry
cloth soaked in light oil) used to kindle a fire. Using it to light a
torch—or anything else with abundant, exposed fuel—takes an
Ghillie Suit (TL 1)
action. Lighting any other fire takes 1 minute. The ultimate in camouflage, a ghillie suit is a loose mesh
overgarment covered in strips of burlap in woodland colors, to
Torch which other camouflaging elements can easily be added. A figure
under a ghillie suit is nearly impossible to discern.
A torch burns for 1 hour, providing bright light in a 20-foot radius
A character wearing a ghillie suit with appropriate coloration
and dim light for an additional 20 feet. If you make a melee attack
gains a +10 bonus on Hide checks. (The suit’s coloration can be
with a burning torch and hit, it deals 1 fire damage.
changed with a move action. However, the bulky suit imposes a
penalty of -4 on all Dexterity checks, Dexterity-based skill checks
Computers and Electronics (TL 1) (except Hide), and melee attack rolls.
Rules for operating computers appear under the Computer Use
skill. Some of the items in this section have monthly subscription Tool Belt
costs as well as initial purchase costs. The purchase DC accounts
This sturdy leather belt has numerous pockets and loops for tools,
for both costs; once a character has obtained the item, he or she
nails, pencils, and other necessities for repair and construction
doesn’t have to worry about ongoing subscription costs.
work, making it easy to keep about 10 pounds of items on hand.
The pockets are open, however, and items can easily fall out if the
Portable Satellite Telephone belt is tipped.
This object looks much like a bulky cell phone, and functions in
much the same way as well. However, because it communicates
directly via satellite, it can be used anywhere on earth, even in Tool kits
remote areas well beyond the extent of cell phone service.
A tool helps you to do something you couldn’t otherwise do, such
Portable satellite phones are very expensive to use. When used in as craft or repair an item, forge a document, or pick a lock. Your
a place not served by regular cellular service, each call requires a race, class, background, or feats give you proficiency with certain
Wealth check (DC 6). tools. Proficiency with a tool allows you to add your proficiency
bonus to any ability check you make using that tool. Tool use is
Walkie-Talkie not tied to a single ability, since proficiency with a tool represents
This hand-held radio transceiver communicates with any similar broader knowledge of its use. For example, the GM might ask
device operating on the same frequency and within range. you to make a Dexterity check to carve a fine detail with your
woodcarver’s tools, or a Strength check to make something out of

CORE RULEBOOK | 165


particularly hard wood. of gaming sets exist. If you are proficient with a gaming set, you
can add your proficiency bonus to ability checks you make to play
Climbing Gear a game with that set. Each type of gaming set requires a separate
proficiency.
All of the tools and equipment that climbing enthusiasts use to
make climbing easier and, in some cases, possible, including
ropes, pulleys, helmet and pads, gloves, spikes, chocks, ascenders, Chemistry Kit
pitons, a handaxe, and a harness. It takes 10 minutes to remove This kit contains a variety of instruments such as element samples,
the gear from its pack and outfit it for use. Use this gear with the reagents, and pouches and vials used by chemists to create
Climb skill. everything from explosives to pharmaceuticals . Proficiency with
this kit lets you add your proficiency bonus to any ability checks
Demolitions Kit (TL 1) you make to identify or apply drugs.
This kit contains everything needed to use the Demolitions skill
to set detonators, wire explosive devices, and disarm explosive Herbalism Kit
devices. Detonators and explosives must be purchased separately. This kit contains a variety of instruments such as clippers, mortar
and pestle, and pouches and vials used by herbalists to create
Disguise Kit remedies and potions. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make to identify or
This pouch of cosmetics, hair dye, and small props lets you create apply herbs. Also, proficiency with this kit is required to create
disguises that change your physical appearance. Proficiency with antitoxin and potions of healing.
this kit lets you add your proficiency bonus to any ability checks
you make to create a visual disguise.
Mechanic’s Tools (TL 1)
Electrician’s Tools (TL 1) This kit, which fits in a portable toolbox, allows a character to make
Craft and Repair checks for mechanical devices without penalty.
This collection of hand tools and small parts typically includes a
variety of pliers, drivers, cutting devices, fasteners, power tools,
and leads and wires. Musical Instruments
Several of the most common types of musical instruments are
This small kit allows a character to make Craft and Repair checks
shown on the table as examples. If you have proficiency with a
to electronic or electronic devices without penalty.
given musical instrument, you can add your proficiency bonus to
any ability checks you make to play music with the instrument.
Evidence Kits (TL 1) An instrumentalist can use a musical instrument as a spellcasting
Law enforcement agencies around the world use generally the focus. Each type of musical instrument requires a separate
same tools to gather evidence. Having an evidence kit does not proficiency.
grant access to a law enforcement agency’s crime lab; it merely
assists in the proper gathering and storing of evidence for use
by such a lab. Without an evidence kit, a character receives a -4 MUSICAL INSTRUMENTS
penalty to use the Collect Evidence option of the Investigate skill. INSTRUMENT Bu Cost INSTRUMENT Bu Cost
A basic evidence kit includes clean containers, labels, gloves, Accordion 40 Harp 25
tweezers, swabs, and other items to gather bits of physical Bagpipes 30 Keyboard 100
evidence and prevent them from becoming contaminated. Banjo 50 Lute 25
Cello 50 Natural Horn 10
First Aid Kit Clarinet 15 Pan Flute 20
This kit of bandages, medicine, and simple surgical tools is Conch 1 Saxophone 300
necessary for checks to Treat Injury. Skill checks made without a
first aid kit incur a -5 penalty. Didgeridoo 10 Shakers 5
Drums 5 Tambourine 30
The kit has ten uses. As an action, you can expend one use of the
kit to stabilize a creature that has 0 hit points, without needing to Dulcimer 50 Theremin (TL 1) 500
make a Treat Injury check. Flute 10 Trumpet 50
Guitar (Acoustic) 75 Violin 50
Forgery Kit Guitar (Electric) (TL 1) 150 Vuvuzela 5
This small box contains a variety of papers and parchments, pens
and inks, seals and sealing wax, gold and silver leaf, and other
supplies necessary to create convincing forgeries of physical Navigator’s Tools
documents. Proficiency with this kit lets you add your proficiency This set of instruments is used for navigation at sea. Proficiency
bonus to any ability checks you make to create a physical forgery with navigator’s tools lets you chart a ship’s course and follow
of a document. navigation charts. In addition, these tools allow you to add your
proficiency bonus to any ability check you make to avoid getting
Gaming Set lost at sea.
This item encompasses a wide range of game pieces, including
dice and decks of cards (for games such as Three-Dragon Ante). A
few common examples appear on the Tools table, but other kinds

166 | DARKENERGY ROLEPLAYING GAME


Poisoner’s Kit Priest’s Pack
A poisoner’s kit includes the vials, chemicals, and other equipment Includes a backpack, a blanket, 10 candles, a tinderbox, an alms
necessary for the creation of poisons. Proficiency with this kit lets box, 2 blocks of incense, a censer, vestments, 2 days of rations,
you add your proficiency bonus to any ability checks you make to and a water bottle.
craft or use poisons.
Repairman’s Toolbag (TL 1)
Surgical Tools (TL 1) Mechanic’s tools, Electrician’s tools, a water bottle, 2 days of
About the size of a small backpack, this kit contains the rations, toolbelt and duct tape.
instruments needed for emergency field surgery. A surgery kit is
required when performing surgery. A character performing surgery Scholar’s Pack
without a surgery kit takes a -4 penalty on the Treat Injury check.
(This penalty is in addition to the -4 penalty that applies if the Includes a backpack, a book of lore, a pen, 10 sheets of parchment,
character does not have the Surgery feat.) a little bag of sand, and a small knife.

Tattoo Artist’s Tools Search-and-Rescue Pack (TL 1)


This kit is a sturdy briefcase which can hold a variety of hammers, This waist pack contains a 2 First Aid kits, a compass, waterproof
needles, medical supplies needed for sterilization, and differently matches, a lightweight “space” blanket, a flashlight, 50 feet of
colored inks, all of which are necessary in the creation of magical rope, two smoke grenades, and one signal flare.
and mundane tattoos. The kit may also include a sketchbook filled
with original designs, and has space for any magical templates Soldier’s Pack (TL 1)
the owner finds during their journeys. Includes a backpack, walki-talkie, one extra magazine of ammo, a
First Aid kit, 10 days of rations, BUS receiver, gas mask, binoculars,
Thieves’ Tools night vision goggles and a water bottle.
This set of tools includes a small file, a set of lock picks, a small
mirror mounted on a metal handle, a set of narrow-bladed scissors,
and a pair of pliers. Proficiency with these tools lets you add your Surveillance Gear (TL 1)
proficiency bonus to any ability checks you make to disarm traps
Keeping an eye on suspects or tracking the moves of potential
or open locks.
enemies is a crucial part of the modern adventurer’s job.

Equipment Packs Black Box (TL 1)


This device, easily concealed in the palm of one hand, emits digital
The starting equipment you get from your class includes a tones that convince the phone system to make a long- distance
collection of useful adventuring gear, put together in a pack. The connection free of charge. They also let a user “bounce” a call
contents of these packs are listed here. If you are buying your through multiple switches, making the call harder to trace (the DC
starting equipment, you can purchase a pack for the price shown, of any Computer Use check to trace the call is increased by 5).
which might be cheaper than buying the items individually.
Caller ID Defeater (TL 1)
Burglar’s Pack When a phone line contains a caller ID defeater, phones attempting
Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, to connect with that line show up as “anonymous” or “unavailable”
a bell, a standard flashlight, a crowbar, a hammer, 10 pitons, 5 days on a caller ID unit. Such a call can still be traced as normal,
rations, a tinderbox, and a waterskin. The pack also has 50 feet of however.
rope strapped to the side of it.
Cellular Interceptor (TL 1)
Entertainer’s Pack About the size of a small briefcase, a cellular interceptor can detect
Includes a backpack, a bedroll, 2 costumes, a flashlight 5 days of and monitor a cell phone conversation within a 5-mile area by
rations, a water bottle, and a disguise kit. listening in on the cellular service’s own transmitters. Intercepting
the calls of a particular cell phone requires a Computer Use check
Explorer’s Pack (DC 35); if the user knows the phone number of the phone in
Includes a backpack, a bedroll, a mess kit, a lighter, a flashlight, 10 question, the DC drops by 10. Obviously, the phone must be in use
days of rations, and a water bottle. The pack also has 50 feet of for someone to intercept the call. A cellular interceptor cannot be
rope strapped to the side of it. used to intercept regular (ground line) phone connections.

Hacker’s Briefcase (TL 1) Lineman’s Buttset (TL 1)


Includes a briefcase, laptop, smartphone, Forgery kit, camera, 2 This device resembles an over-sized telephone handset with
telephone taps, 2 days of rations, and a water bottle a numeric keypad on the back and wire leads hanging from the
bottom. It functions as a portable, reusable telephone line tap.
With a Repair check (DC 10), a user can connect to a phone wire
Medic’s Pack (TL 1) and hear any conversation that crosses it.
Includes a backpack, 4 First Aid kits, 10 days of rations, , blanket,
sleeping bag, tent (4-person), and a water bottle.

CORE RULEBOOK | 167


Metal Detector (TL 1) explode when a creature stands on the detonator.
RADIO CONTROL This device consists of two parts: the detonator
This handheld device provides a +10 equipment bonus on all
itself and the activation device. The activation device is an
Perception checks involving metal objects.
electronic item about the size of a deck of cards, with an antenna,
a safety, and an activation switch. When the switch is toggled, the
Night Vision Goggles (TL 1) activation device sends a signal to the detonator by radio, setting
Night vision goggles use passive light gathering to improve vision it off. It has a range of 500 feet.
in near-dark conditions. They grant the user the ability to see in TIMED This is an electronic timer connected to the detonator. Like
darkness, also called darkvision (range 120 ft.)-but because of the an alarm clock, it can be set to go off at a particular time.
restricted field of view and lack of depth perception these goggles
provide, they impose a -4 penalty on all Perception checks made WIRED This is the simplest form of detonator. The blasting cap
by someone wearing them. connects by a wire to an activation device, usually a small pistol-
grip device that the user squeezes. The detonator comes with 100
Night vision goggles must have at least a little light to operate. A feet of wire, but longer lengths can be spliced in with a Demolitions
cloudy night provides sufficient ambient light, but a pitch- black check (DC 10).
cave or a sealed room doesn’t. For situations of total darkness, the
goggles come with an infrared illuminator that, when switched on,
operates like a standard flashlight whose light is visible only to the
Holster
wearer (or anyone else wearing night vision goggles). Holsters are generally available for all Medium-size or smaller
firearms.
Tap Detector (TL 1) HIP. This holster holds the weapon in an easily accessed-and
Plug this into a telephone line between the phone and the outlet, easily seen-location.
and it helps detect if the line is tapped. To detect a tap, make a CONCEALED CARRY. A concealed carry holster is designed to help
Computer Use check (the DC varies according to the type of keep a weapon out of sight (see Concealed Weapons and Objects).
telephone tap used; see below). With a success, the tap detector In most cases, this is a shoulder holster (the weapon fits under
indicates that a tap is present. It does not indicate the type or the wearer’s armpit, presumably beneath a jacket). Small or Tiny
location of the tap however. Also, it can’t be used to detect a weapons can be carried in waistband holsters (often placed inside
lineman’s buttset. the wearer’s waistband against his or her back). Tiny weapons can
also be carried in ankle or boot holsters.
Telephone Tap (TL 1)
These devices allow a character to listen to conversations over a Laser Sight
particular phone line, Repair check (DC 5). Detecting a tap by using This small laser mounts on a firearm, and projects a tiny red dot on
a tap detector requires a Computer Use check (DC 15). the weapon’s target. A laser sight grants a +1 equipment bonus on
all attack rolls made against targets no farther than 30 feet away.
Telephone Line Tracer (TL 1) However, a laser sight can’t be used outdoors during the daytime.
Essentially a highly specialized computer, a line tracer hooked to a
phone line can trace phone calls made to that line, even if there’s Scope
a caller ID defeater hooked up at the other end. All it takes is time. A standard scope increases the range increment for a ranged
Operating a line tracer is a full-round action requiring a Computer weapon by one-half (multiply by 1.5). However, to use a scope a
Use check (DC 10). Success gains one digit of the target phone character must spend an attack action acquiring his or her target.
number, starting with the first number of the area code. If the character changes targets or otherwise loses sight of the
target, he or she must reacquire the target to gain the benefit of
the scope.
Accessories THERMAL. Thermal imaging scopes give the ability to detect heat
signatures of objects and turn them into visible images.
As if modern weapons weren’t dangerous enough, a number of
accessories can increase their utility or efficiency.
Speed Loader
Box Magazine A speed loader holds a number of bullets in a ring, in a position
that mirrors the chambers in a revolver cylinder. Using a speed
For weapons that use box magazines, a character can purchase loader saves time in reloading a revolver, since a character can
extras. Loading these extra magazines ahead of time and keeping insert all the bullets at once.
them in a handy place makes it easy to reload a weapon in combat.

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.

168 | DARKENERGY ROLEPLAYING GAME


Modifying a weapon to accept a suppressor requires a Repair
check (DC 15). Once a weapon has been modified in this manner, a Outerwear
suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A Hazmat Suit
suppressor purchased for one weapon can be used for any other
weapon that fires the same caliber of ammunition. Useful for first responders and doctors, a hazmat suit (hazardous
materials suit) is a piece of personal protective equipment that
consists of an impermeable whole-body garment worn as
Bags and Boxes (TL 1) protection against the harmful presence of nuclear, biological, and
radiation (NBC) contaminants. Such suits are often combined with
self-contained breathing apparatus (SCBA) to ensure a supply
Aluminum Travel Case (TL 1) of breathable air. Hazmat suits are mostly used by firefighters,
A travel case is a reinforced metal box with foam inserts. Wing- Emergency Medical Technicians, Paramedics, researchers,
style clamps keep it from opening accidentally. personnel responding to toxic spills, specialists cleaning up
contaminated facilities, and workers in toxic environments.
Briefcase (TL 1) A hazmat suit provides the wearer with immunity against all
diseases when coming into contact with a source.
A briefcase can carry up to 5 pounds worth of gear. A briefcase
can be locked, but its cheap lock is not very secure (Disable Device A hazmat suit cannot be worn with any armor. Only one weapon
DC 20; break DC 10). may be worn on your person and no more than 10 lbs. of extra
gear. Receiving any damage from piercing or slashing weapons
Day Pack (TL 1) destroys the suit (nullifying it’s benefits). If damage is received
from a bludgeoning weapon, make a Dex check vs. DC 10 + half
This is a small backpack, the sort often used by students to carry damage received to determine if the suit has been compromised.
their books around, or by outdoor enthusiasts on short hikes.
It holds 8 pounds of gear and fits comfortably over one or both All hazmat suits are equipped with full head gear that’s designed
shoulders. to either filter air or pull air from a self-contained breathing
apparatus. One noticeable affect that this has on the wearer is a
significant reduction in peripheral vision. Due to the tunnel vision
caused by the mask, you suffer disadvantage on all perception
checks made to notice or see things not occurring in your direct
line of sight.
Your AC is considered to be 10 + Dex Mod when wearing this outfit.
Alternatively, you may opt for a disposable variation. This suit
grants the same benefits and drawbacks as above, the difference
being that the suit is good for one use only. Subsequent use of the
suit will not be granted its advantages. The suit also cannot be
worn perpetually, but will last for 1d10 hours, minimum of 5. This
variation is drastically cheaper, costing 50 Bu and weighing 1 lb.

CORE RULEBOOK | 169


MOUNTS AND VEHICLES
A good mount can help you move more quickly through the
wilderness, but its primary purpose is to carry the gear that would
otherwise slow you down. The Mounts and Vehicles table shows
each speed and base carrying capacity.
An animal pulling a carriage, cart, chariot, sled, or wagon can
move weight up to five times its base carrying
capacity, including the weight of the vehicle.
If multiple animals pull the same vehicle, they
can add their carrying capacity together.

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

Vehicles (TL 1) War Rhino


War Bear
1,750 lb.
750 lb.
40 ft.
40 ft.
750
650
Vehicles are described by a number of statistics, as shown on the Wyvern* 500 lb. 20 ft., fly 80 ft. 2,500
respective tables. Griffin* 650 lb. 30 ft., fly 90 ft. Unique
Young Dragon* 1,250 lb. 40 ft., fly 80 ft. Unique
vehicle Proficiency Great Shark 500 lb. Swim 60 ft. 750
If you have proficiency with a certain kind of vehicle (land or HUGE MOUNTS
water), you can add your proficiency bonus to any check you make
Adult Dragon* 5,000 lb. 40 ft., fly 80 ft. Unique
to control that kind of vehicle in difficult circumstances.
Great Rhino 3,000 lb. 50 ft. 1,500
crew Great Bear 1,500 lb. 50 ft. 1,200
The standard number of crew. In most cases, only one person is War Elephant 2,000 lb. 40 ft. 1,000
needed to drive the vehicle; other crew members serve as gunners Killer Whale 2,000 lb. Swim 80 ft. 1,400
or copilots. * Intelligent

170 | DARKENERGY ROLEPLAYING GAME


TL 1 CIVILIAN VEHICLES
WHEELED Pass Carrying Capacity Top Speed AC Max Dex HP Hardness Bu Cost
Car 4 275 lb. 185 ft. 14 +2 50 5 3000
Pickup Truck 2 1,700 lb. 175 ft. 13 - 75 5 4000
Motorcycle 1 0 lb. 275 ft. 18 - 30 5 1000
SUV 8 500 lb. 175 ft. 14 +2 100 5 5000
Armored pickup 2 3,600 lb. 175 ft. 16 - 100 10 5,000
ATV 0 675 lb. 95 ft. 17 +1 50 5 500
School Bus 39 23,000 lb. 120 ft. 11 +0 100 10 6,500
AIRCRAFT
Helicopter 4 250 lb. 245 ft. 13 - 50 5 8,000
Prop Plane 3 120 lb. 210 ft. 13 - 75 5 10,500
UAV 0 60 lb 80 ft. 18 +2 25 - 500
WATER VEHICLES
Boat 5 2,100 lb. 55 ft. 14 +2 50 5 1000
Jetski 1 60 lb. 105 ft. 18 +1 30 5 250

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

TL2 EXPERIMENTAL VEHICLES


TYPE Crew Pass Carrying Capacity Top Speed AC HP Hardness Bu Cost
Mech Suit1 1 0 800 lb. 80 ft. 19 250 20 Unique
Hover Tank 4 0 1000 lb. 100 ft. 22 300 25 Unique
1-See description for special rules.

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.

TL2 EXPERIMENTAL VEHICLE WEAPONS


TYPE Damage Damage Type Range Rate of Fire Magazine Size
Railgun 30d12 Ballistic 100/10,000 ft. Single +1 Huge
Particle Cannon 10d12 Fire 30/5,000 ft. A Linked Huge
Laser Machine gun 4d12 Fire 250 ft. A Linked Huge
*These weapons are part of the vehicles on which they are mounted.

PassenGers carGo caPacity


The number of passengers (in addition to the crew) the vehicle The amount of cargo the vehicle is designed to carry. Many
is designed to carry. Vehicles that carry passengers can use that vehicles can carry extra passengers instead of cargo, but doing so
space to carry additional cargo when passengers aren’t present. is usually a cramped, uncomfortable, and often unsafe experience
Each unused passenger slot allows the vehicle to carry an for those passengers. As a rule of thumb, one additional passenger
additional 100 pounds of cargo. can be carried for each 250 pounds of unused cargo capacity.

CORE RULEBOOK | 171


Top Speed TL2 Experimental Military Vehicles
The maximum number of squares the vehicle can cover in 1 round
at Character Scale (with the number of squares at Chase Scale in Mech Suit
parentheses). This is the fastest the vehicle can move.
A mech suit is a 12-foot tall suit of robotic powered armor. It is
powered by magical crystal source, providing power for up to 10
Hardness years of operation.
The vehicle’s hardness. Subtract this number from any damage Powered Armor. The weight of the mech suit does not contribute
dealt to the vehicle. towards your encumbrance. Furthermore, while you are wearing
the armor, your Strength score changes to 25 if it is not already
Fuel higher. Additionally, your walking speed changes to 60 feet if it is
The availably and cost of the fuel that powers vehicles is not already higher, and you gain a jumping speed of 60 feet.
determined by the setting and the GM. Large. While you are wearing the mech suit, your size is Large.
This means that you can wield Large-sized weapons. Your
Civilian Vehicles unarmed strikes are Large-sized weapons as well; as such the
damage of your unarmed strikes is doubled. Your reach is 10
Unless otherwise noted, civilian cars provide three-quarters cover
feet. Your carrying capacity is your Strength score multiplied by
for their occupants (although passengers who lean out of windows
150. It is harder for you to find cover; where a Medium creature
or sunroofs, perhaps to fire weapons, may be reduced to one-half
would find total cover, you might only receive three-quarters cover.
or even one-quarter cover).
(GM’s choice).
Life Support. The mech suit has a 24-hour self-contained air
Military Vehicles supply. While you are wearing it, you have resistance to fire and
cold damage, and you are unaffected by high air pressure or by the
vacuum of space, and you are immune to radiation. You are also
Tank immune to harmful gases and vapors.
It is crewed by a driver, a gunner, a gun loader, and a commander. Mech-Fist. While you are wearing the mech suit, you can roll 2d8
It has three top hatches, one for the driver and two on the turret. in place of the damage of your unarmed strikes.
(The driver’s position cannot be reached from the other positions,
which are all in the turret.) It takes a full-round action to enter a Sensors. While you are wearing the mech suit, you can see in dim
tank and another full-round action to start it moving. The tank light or darkness within 600 feet of you as if it were bright light,
is three squares wide and six squares long. It provides full cover and you are aware of the location of any creature or object of
to its occupants. This vehicle comes equipped with a 120mm Large size or larger within that range.
Cannon (see Table: Vehicle Weapons) and a Heavy Machine Gun Integral Weaponry. The mech suit is equipped with one or two
(see Table: Vehicle Weapons), both mounted in full turrets. integral, Large-sized firearms, or Medium-sized heavy weapons
(such as rocket launchers or machine guns). If the firearms in
Armored Humvee question are energy weapons, then they run off the mech suit’s
power supply and do not require reloading.
It is crewed by a driver and a gunner. It has one top hatch. In addition
to its own armament, the humvee windows allow passengers to
fire their personal weapons from within the vehicle. The humvee
is two squares wide and three squares long. It provides three-
Vehicle Weapons
quarters cover to its occupants. This vehicle comes equipped with Cannons require the Exotic Firearms Proficiency [Cannons] feat to
a Heavy Machine Gun (see Table: Vehicle Weapons) mounted in a use.
full turret.

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).

172 | DARKENERGY ROLEPLAYING GAME


MUTATIONS
game effect other than to change a creature’s appearance in
some fashion. Cosmetic mutations cost 0 MP.
MINOR: A minor mutation not only changes a creature’s
appearance in some fashion but also grants it a beneficial (if
Mutations are common in apocalyptic settings. Mutants vary minor) special ability or useful feature, such as darkvision or gills.
from horrid brutes maddened by radiation burns to creatures with A minor mutation costs 1–3 MP and can usually be offset by a
psionic powers— whole new species arisen from the ashes. single drawback.
MAJOR: A major mutation fundamentally changes the genetics

Mutation as a Reward and physiology of a particular creature. Moreover, it grants


the creature a beneficial special ability or feature it couldn’t
A GM can pass out Mutation Points (MP) as a reward for otherwise possess, such as telekinesis or the ability to fly. A
successfully overcoming one or more encounters. This is major mutation costs 4 or more MP and must be offset by one or
particularly appropriate in campaigns where wealth and goods more drawbacks.
are rare and a GM rarely wishes to pass out useful items as DRAWBACKS: A creature with minor or major mutations also has
rewards. Using mutation (from being exposed to radiation, drawbacks to offset them. Drawbacks are special disabilities or
nanites, or DNA-altering goop, or being bitten by a radioactive vulnerabilities that negatively affect a creature.
spider) allows a GM to grant players new powers Each drawback has an MP value, and a creature
and options for their characters without making can spend these MP on minor and major
resources any less scarce. mutations to offset the negative
There are drawbacks to using mutant points as treasure. effects of the drawback.
First, not everyone wants to play a character with
mutations, and not everyone wishes to play an obvious
mutant character. A GM should be sure players are happy
with mutant characters before using MPs as rewards.
Second, the GM should allow players some choice on what
mutations their characters gain. The easiest way to do
this is to give characters MPs and allow players to
spend them however they wish. A player may decide
to give a character a new drawback at the same time,
earning extra points to buy mutations worth more
than the MP award given.
Not all players appreciate gaining mutations as
rewards for their adventures. Players can instead
spend MP on bonus feats (5 MP per feat) and
increases to ability scores (10 MP per point of increase).

Hiding Physical Deformities


Many mutations come with physical deformities.
Some mutations are easy to hide, while others
are harder to conceal.
Any mutation that alters a creature’s physical
appearance imposes a penalty
on the creature’s Disguise
checks. For creatures
trying to conceal
multiple
physical
deformities
or alterations,
the penalties stack.
A cosmetic mutation
imposes a –1 penalty on Disguise
checks, while a minor or major mutation imposes
a –2 penalty on Disguise checks. Drawbacks do
not apply penalties to Disguise checks.

Mutation Descriptions
COSMETIC: The simplest and least mechanically complicated
mutation is a cosmetic mutation. A cosmetic mutation has no

CORE RULEBOOK | 173


Cosmetic Mutations Unnatural Skin [Cosmetic] MP Cost: 0
The color of your skin or exoskeleton changes drastically,

Extra Digits [Cosmetic] MP Cost: 0


assuming a hue or texture that is both unnatural and atypical
of your species. Your skin might be a single color, splotched, or
patterned in some freakishly unnatural way. Your skin might gain
You gain an extra digit on each hand and foot. The extra fingers or dynamic pigments that change color based on outside stimuli,
toes, although fully functional, do not confer any special benefit, such as exposure to ultraviolet light.
nor do they hinder you in any way.

Unnatural Voice [Cosmetic] MP Cost:0


Fins [Cosmetic] MP Cost: 0
Your voice changes in some marked fashion. It might change pitch
Your body sprouts fishlike fins. A fin might begin on the top of your or become more lyrical, raspy, whispery, or guttural.
head and go all the way down your spine. Others might appear on
your forearms or calves, or they might sprout from your shoulders
or ears. The fins confer no special abilities.
Minor Mutations
Forked Tongue [Cosmetic] MP Cost: 0 Acidic Saliva [Minor] MP Cost: 1
You gain a forked tongue like that of a snake. Your new tongue
might be a different color and longer than your old one. Your saliva can burn other creatures like acid.
Your bite attack deals an extra 1d4 points of acid damage with

Scaly Skin [Cosmetic] MP Cost: 0


each successful hit.
SPECIAL: You must have a natural bite attack to take this mutation.
Your flesh becomes thicker and less porous, giving rise to a thin You cannot gain this mutation if you have the Venomous Bite
layer of scales covering your flesh. The scales are typically smooth mutation.
and dry, like those of a snake, and can vary in color and pattern.
The scales may not cover your entire body, instead appearing in
patches on your face, neck, torso, and limbs. Adrenaline Jolt [Minor] MP Cost: 3
You can flood your bloodstream with extreme amounts of
Small Horns [Cosmetic] MP Cost: 0 adrenaline to temporarily boost your Strength or Dexterity.
Once per day, as a free action, you can temporarily increase either
Two or more tiny horns sprout from your head, shoulders, or arms. your Strength or your Dexterity by 1d4+1 points. The increase lasts
These blunt-tipped nubs are too small to serve any use in combat. for a number of rounds equal to 3 + your Constitution modifier.

Thin Fur Coat [Cosmetic] MP Cost: 0 Chameleon Skin [Minor] MP Cost: 1


You grow a thin coat of brown or golden-brown fur, similar to that Your skin (or chitin, fur, or scales) can change color to match your
of a small mammal. surroundings.
SPECIAL: A creature with fur, scales, or chitin cannot gain this You gain a +4 mutation bonus on Stealth checks. This bonus is
mutation. reduced to +2 if you wear clothing or armor.

Unnatural Eyes [Cosmetic] MP Cost: 0 Claws [Minor] MP Cost: 1


The color of your eyes changes drastically. The color, whatever it Your hands mutate into sharp claws.
may be, is unnatural and atypical of your species. Perhaps your
You gain a single claw attack that deals slashing damage
eyes turn dead black, maybe they change color to suit your mood,
dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8.
or perhaps they glow faintly in the dark.
If you get multiple attacks in a round, you can strike with multiple
claws. Your claws are treated as natural weapons and do not
Unnatural Hair [Cosmetic] MP Cost: 0 provoke attacks of opportunity.
SPECIAL: You cannot gain this mutation if you already have claws.
Your hair or fur color changes drastically to a shade that is
uncommon for your species. You may have fur or hair that is
multicolored, streaked, splotched, or slightly luminescent. Your Direction Sense [Minor] MP Cost: 1
hair or fur may also change color with your mood.
You can perceive true north.
As long as you are awake, you always know what direction is true
north.

174 | DARKENERGY ROLEPLAYING GAME


Your horns are treated as natural weapons and do not provoke
Darkvision [Minor] MP Cost: 3 attacks of opportunity.

You can see in total darkness out to a range of 60 feet. Darkvision


is black and white only but is otherwise like normal sight. Hypersensitivity [Minor] MP Cost: 3
Your are particularly (some might say unnaturally) sensitive to
Energy Diffusion [Minor] MP Cost: 2 your surroundings.

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.

You gain a vicious bite attack that deals piercing damage


dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. Living Furnace [Minor] MP Cost: 3
If you get multiple attacks in a round, you can bite multiple times.
Your bite is treated as a natural weapon and does not provoke Your body generates a tremendous amount of heat, and your
attacks of opportunity. touch can cause things to burn and melt.
SPECIAL: This mutation can be used in conjunction with the You deal an extra 1 point of fire damage with a successful unarmed
Acidic Saliva or Venomous Bite mutation and you cannot gain this attack or attack with a natural weapon. Three times per day, as a
mutation if you already have a bite attack. free action, you can channel more of your body’s heat and increase
the fire damage to 2d6 points (instead of 1 point).

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.

CORE RULEBOOK | 175


Scent [Minor] MP Cost: 1 Ultra Immune System [Minor] MP Cost: 2
You can detect approaching enemies, sniff out hidden foes, and You develop a powerful immune system capable of repelling many
track by sense of smell. You can also identify familiar odors the poisons, diseases, and radiation sickness.
way humans do familiar sights. You gain Ultra Immune System (page 148) as a bonus feat even
if you don’t meet the feat’s prerequisite. The bonus you gain on
Second Wind [Minor] MP Cost: 2 Constitution saves against poisons, diseases, and radiation is
treated as a mutation bonus.
Once per day, as a free action, you can heal yourself of a number
of points of damage equal to your Constitution modifier (minimum
1). Wall Crawler [Minor] MP Cost: 2
You can walk on walls and cling to ceilings like a spider. You have
Smokescreen [Minor] MP Cost: 1 tiny barbs on your hands and feet to facilitate climbing, and your
fingers and toes secrete a transparent adhesive that lets you cling
to smooth surfaces.
You expel chemicals through your pores to create an inky-black
cloud of smoke, engulfing yourself and the surrounding area. As long as your hands and feet are uncovered, you can climb
perfectly smooth, flat, vertical surfaces. In addition, you gain a +4
Once per day, as a free action, you can produce a 20-foot-radius
mutation bonus on all Athletics (Climb) checks. Wearing gloves or
cloud of smoke centered on yourself. The cloud is stationary
footwear reduces the bonus to +2, and wearing both gloves and
once created. The inky-black smoke obscures all sight, including
footwear negates the bonus entirely.
darkvision, beyond 5 feet. A creature 5 feet away has one half
concealment (20% miss chance). Creatures farther away have You also gain a +4 mutation bonus on Athletics (Balance) checks
total concealment (50% miss chance, and the attacker cannot use when moving a cross a slippery surface. Wearing any kind of
sight to locate the target). footwear negates this bonus.
This ability functions underwater. A moderate wind or current
disperses the cloud in 4 rounds. A strong wind or current disperses
the cloud in 1 round. Webbed Digits [Minor] MP Cost: 1
You grow webbing between your fingers or toes and can move
Tail [Minor] MP Cost: 1 more easily through liquids.
You gain a +4 mutation bonus on all Athletics (Swim) checks.
You grow a thick tail. The tail may be fur-covered, slender and Having webbed digits does not interfere with your ability to grasp
whip-like like a rat’s, or scaly like a lizard’s. Although the tail or manipulate objects.
improves your balance and can serve as a weapon, it cannot be

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 grow a thick, protective layer of fur over your body.


You gain a +4 mutation bonus on Constitution saves against Blindsight [Major] MP Cost: 5
extreme cold temperatures.
You can perceive things in your immediate vicinity without sight.
SPECIAL: A creature with scales, or chitin cannot gain this
You have blindsight with a range of 15 feet.
mutation.

Thick Hide [Minor] MP Cost: 3 Danger Sense [Major] MP Cost: 6


You have a mild form of precognition that warns you of impending
You have an unusually tough hide.
attack.
Increase your AC by 1 when you are unarmored.
When you are surprised at the beginning of combat, you may
SPECIAL: A creature with thin skin, very thick hide, an extremely make a Wisdom check (DC 10). If you succeed, you may act in the
thick hide, or scaly armor cannot gain this mutation. surprise round as if you aren’t surprised.

176 | DARKENERGY ROLEPLAYING GAME


Dual Brains [Major] MP Cost: 5 Extra Arms [Major] MP Cost: 6
You have two brains, one in your head and one located in another You grow an additional pair of arms. The extra arms look and
location. You have Advantage on all Intelligence rolls. Additionally, behave exactly like your other arms.
the penalty for fighting with two weapons is lessened by 1. As a creature with more than two arms, you gain a +4 mutation
bonus on Athletics (Climb and grapple) checks. For the purposes
Echolocator [Major] MP Cost: 5 of combat, both extra arms are treated as “off hands” (that is, you
still have only one primary hand).
You develop the ability to absorb sound waves and translate SPECIAL: If you have three or more natural claw attacks, you meet
them into mental images that accurately portray the surrounding the prerequisites for the Multiattack feat. This mutation does not
environment. This ability is similar to a bat’s ability to operate and give you Multiattack as a bonus feat, however.
hunt in total darkness via echolocation.
You gain the blindsight ability out to a range of 60 feet.
Gazing Eye [Major] MP Cost: 4
Elasticity [Major] MP Cost:4 You grow an extra eye in the middle of your forehead. In addition
to improving your visual acuity, the “weird eye” gives you a special
gaze attack that makes other creatures tremble.
You can bend and twist your body in unnatural ways and squeeze
through very tight spaces. The extra eye grants a +2 mutation bonus on Perception checks.
You gain a +10 mutation bonus on Athletics (Evade) checks. As a free action, you can use the extra eye to make a special gaze
Moreover, you can squeeze through an opening or passage one- attack against one creature within 20 feet. The creature must
tenth as wide and tall as your height, in inches. A creature using succeed on a Charisma save (DC 10 + one-half your level + your
this mutation to move through a tight space moves at one-quarter Charisma modifier) or be shaken for 2d6 rounds. This gaze attack
normal speed. is a mind-affecting compulsion, and any creature that successfully
saves against your gaze attack cannot be affected again for 24
hours. The gazing eye has no effect on other creatures with gazing
Energy Absorption [Major] MP Cost: 4 eyes.

You can absorb impressive amounts of harmful energy.


You gain resistance to one type of energy, chosen from the Pheromone Attraction [Major] MP Cost: 6
following list: acid, cold, electricity, fire, or force.
You can regulate the production of pheromones in your body and
release them at will, altering the moods of other nearby creatures.
Enlarged Form [Major] MP Cost: 6 You gain a +4 mutation bonus on all Deception, Persuasion,
Handle Animal, and Intimidate checks made against creatures
You grow, becoming an freakishly large specimen of your kind. within 30 feet that can smell.
You become as large as your size category allows (8 feet tall for SPECIAL: You cannot take this mutation if you have the Pheromonal
Medium-size characters, 4 feet tall for Small characters). However, Repulsion drawback.
you function in many ways as if you were one size category larger.
Whenever you are subject to a size modifier or special size modifier
for an opposed check (such as during grapple checks, bull rush Plant Traits [Major] MP Cost: 5
attempts, and trip attempts), you are treated as one size larger
when it is advantageous to you. You are also considered to be You have plantlike traits. You are not a plant, but your skin turns a
one size larger when determining whether special attacks based ripe shade of green and your eyes are dull yellow.
on size (such as improved grab or swallow) can affect you. You You gain a +2 mutation bonus on saving throws against sleep,
can use weapons designed for a creature one size larger without paralysis, stunning, and mind-influencing effects. You also gain
penalty (for example, a Medium-size character with this mutation low-light vision.
can wield a Large weapon one-handed).
This mutation does not change your reach.
Prehensile Tail [Major] MP Cost: 4
Exoskeleton [Major] MP Cost: 5 You grow a tail that can grasp and hold objects.
A prehensile tail grants a +2 mutation bonus on Athletics (Balance)
A thick exoskeleton forms over your skin. The exoskeleton usually checks. It can also grasp and manipulate a simple object up to
consists of interlocking plates of bone or chitin covering 90% or one size category smaller than the creature’s size category. A
more of your body. prehensile tail cannot be used to operate a piece of equipment
You gain a +2 natural armor bonus to AC that requires opposable digits or fine motor control (such as a cell
phone).
SPECIAL: A creature with fur, scales, or the Scaly Armor mutation
cannot gain this mutation. A creature can “hang” from its prehensile tail indefinitely by
wrapping it around a larger object, thereby freeing up its other
limbs. The prehensile tail isn’t dexterous or strong enough to fire

CORE RULEBOOK | 177


ranged weapons or make melee attacks, however.
SPECIAL: A creature that already has a tail cannot gain this Shocker [Major] MP Cost: 4
mutation.
You can discharge a powerful stroke of lightning from your
fingertips.
Prickly Pear [Major] MP Cost: 4 Once per day, as a standard action, you can shoot a 5-foot-wide,
30-foot-long line of lightning that deals 5d6 points of electricity
Bony spurs or chitinous spikes protrude from your joints, giving damage to every creature in its path. You can choose to widen
you a jagged profile and making you dangerous to grapple. and shorten the lightning bolt, making it 10 feet wide and 15 feet
You deal 1d4 points of piercing damage to any creature you are long. The bolt begins at your fingertips. A successful Reflex save
grappling or any creature that grapples you. Furthermore, you (DC 10 + your character level + your Charisma modifier) halves the
deal 1d4 points of piercing damage per round to any creature that damage.
swallows you using the swallow ability. The lightning bolt sets fire to combustibles and damages objects
in its path. It can melt metals with low melting points, such as
lead, gold, copper, silver, and bronze. If the damage caused to
Psionic Talent, Greater [Major] MP Cost: 6 an interposing barrier shatters or breaks through it, the bolt may
continue beyond the barrier out to its maximum range; otherwise,
You have a single psionic power. it stops at the barrier.
Choose one psionic power worth up to 3-Psi Points from the any This mutation does not grant immunity or resistance to electricity.
of the Psionic Powers lists (page 101).

Skeletal Reinforcement [Major] MP Cost: 5


You can manifest this power three times per day at no power point
cost.
SPECIAL: This mutation may be taken more than once. It can Your bones become more resilient, allowing you withstand greater
be used to increase the number of times you may use the same amounts of punishment.
power, or give you a new power you may use three times per day.
Your massive damage threshold increases by +3. In addition, the
damage you take from a fall is reduced by one die.
Psionic Talent, Moderate [Major] MP Cost: 4 SPECIAL: You cannot take this mutation if you have the Brittle
Bones drawback.
You have a single psionic power.

Stinger [Major] MP Cost: 4


Choose one psionic power worth 2-Psi Points from the Common
Psionic Powers list (page 101)
You can manifest this power three times per day at no power point A poisonous stinger erupts from some part of your body—usually a
cost. needlelike barb protruding from an arm or leg joint, or a scorpion-
SPECIAL: This mutation may be taken more than once. It can like stinger on the end of a tail or similar appendage.
be used to increase the number of times you may use the same Your sharp stinger deals piercing damage dependent on your size:
power, or give you a new power you may use three times per day. Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks
in a round, you can sting multiple times. The stinger is treated as

Quadruped [Major] MP Cost: 4


a natural weapon and does not provoke attacks of opportunity. In
addition, the stinger injects poison into the target.

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).

178 | DARKENERGY ROLEPLAYING GAME


Telepathy [Major] MP Cost: 5 Vexing Voice [Major] MP Cost: 4
You gain limited telepathic ability. You can vex another creature using the peculiar resonance of your
voice.
As a free action, you can forge a telepathic link with another living
creature within 100 ft. of you. The creature with which you form the Select any living creature within 30 feet of you as the target; the
link must have an Intelligence score of 6 or higher, and it must be a creature must be able to hear your voice to be affected. Upon
willing participant in the link. You can communicate telepathically hearing your voice, the creature must make a successful Charisma
through the link even if you do not share a common language, but save (DC 10 + one-half your level + your Charisma modifier) or
no special control or influence is established as a result of the be dazed for 1 round. A successful save negates the effect. This
link. If you and the linked creature move more than 100 feet apart, ability is a mind-affecting compulsion usable three times per day.
the telepathic link severs instantly. You can telepathically link with Using this ability is a free action.
only one creature at a time during any given round, but the ability
can be used at will.
Wings [Major] MP Cost: 6
Tentacle [Major] MP Cost: 6 You sprout a pair of birdlike or bat-like wings.
Your wings grant a natural flying speed of 40 feet.
A single tentacle grows from your side or back. The tentacle
might resemble an octopus’s suckered tentacle or a simple, scaly
pseudopod.
X-RAY VISION [Major] MP Cost: 6
The tentacle grants a +4 mutation bonus on grapple checks. It can
also grasp and manipulate a simple object of your size category or You can see into and through solid matter.
smaller. For example, a Medium-size creature can use the tentacle X-ray vision allows you to see through 1 foot of brick or stone, 1
to grasp and manipulate a Medium-size or smaller object. The inch of metal or composite alloy, and up to 3 feet of wood, plaster,
tentacle cannot be used to operate a piece of equipment that or dirt. Thicker substances or a thin sheet of lead blocks your
requires opposable digits or fine motor control (such as a cell vision. X-ray vision has a maximum range of 20 feet and allows
phone). you to see as if you were looking at something in normal light,
You can “hang” from your tentacle indefinitely by wrapping it even if there is no illumination.
around a larger object, thereby freeing up your other limbs. The

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

CORE RULEBOOK | 179


natural healing. Reflexes feat.
SPECIAL: You must have a natural bite attack to take this
drawback.
Light Sensitivity [Drawback] MP Value: 1
Brittle Bones [Drawback] MP Value: 4 Your eyes cannot adjust to bright light.
Abrupt exposure to bright light (such as sunlight) blinds you for
Your bones weaken such that you can no longer withstand hard or 1 round. On subsequent rounds, you take a –1 penalty on attack
sudden impacts. rolls, Perception checks as long as you remain in the affected area.
Your massive damage threshold decreases by 3. In addition,
you take an additional 1d6 points of damage from a fall and
bludgeoning attacks. Lost Arm [Drawback] MP Value: 4
SPECIAL: You cannot take this drawback if you have the Skeletal One of your arms withers or gets eaten away, leaving behind a
Reinforcement mutation. stump.
You lose one arm of your choice. You cannot effectively wield
Combat Fear [Drawback] MP Value: 4 weapons that require two hands. In addition, you take a –2 penalty
on climb checks, swim checks, and grapple checks.
Due to a chemical imbalance in your brain, you are gripped by an SPECIAL: You can replace your lost arm with a cybernetic
inexplicable fear whenever you face a dangerous or frightening replacement arm, assuming such technology is available and you
situation. can afford it.
After initiative is rolled but before you take your first action in
combat, make a Intelligence saving throw (DC 15). If you fail the
Intelligence save, you are shaken for the rest of the encounter, Mindslave [Drawback] MP Value: 2
taking a –2 penalty on attack rolls, saving throws, and skill checks.
You have certain mental deficiencies that make it harder to resist
If the save succeeds, you overcome your moment of fear and
mind-influencing effects.
negate the ill effects.
You take a –2 penalty on all Intelligence saves.
Special: Creatures immune to critical hits cannot have this
drawback. SPECIAL: You cannot take this mutation if you have the Iron Will
feat.

Festering Sores [Drawback] MP Value: 2


Monocular Vision [Drawback] MP Value: 2
Your skin is covered with painful, festering sores.
You have only one eye. You have poor depth perception.
The festering sores are more aggravating than harmful, but they
make it especially hard to wear armor. When you wear any type of All range increments are halved (including those for Spot checks).
armor, decrease the armor’s maximum Dexterity bonus by –2 and

Pheromone Repulsion [Drawback] MP Value: 1


increase its armor penalty by +4.

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

180 | DARKENERGY ROLEPLAYING GAME


AGING
RACE Middle Age 1
Old2 Venerable3 Max Age
Dwarf 150 225 300 +3d20
Elf 1,500 2,500 3,000 +10d20
Human 40 60 80 +1d20
Kefali
Cyno 20 40 60 +1d20
Feloran 45 75 100 +2d20
Orc 30 55 75 +1d20
1- At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2- At old age, -2 to Str, Dex, and Con; +2 to Int, Wis, and Cha.
3- At venerable age, -3 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

Rapid Aging [Drawback] MP Value: 2


You age at an increased rate due to the strain your mutations place
on your cells. You appear many years older than your actual age.
Double your actual age to get your effective age. Your effective
age determines your ability score penalties. You do not gain any of
the benefits of aging (increased mental ability scores).

Reduced Speed [Drawback] MP Value: 3


You are unable to move as quickly as normal due to various
mutations and deformities.
Reduce your speed by 5 feet. This speed decrease also applies to
any natural burrow, climb, fly, or swim speed you might have.
SPECIAL: You may take this drawback multiple times. Its effects
stack.

Thin Skin [Drawback] MP Value: 5


You are more susceptible to harm.
You take 3 additional point of damage each time you are wounded.

Ultraviolet Allergy [Drawback] MP Value: 3


Ultraviolet light burns your flesh and causes it to ignite.
Ultraviolet light (including direct sunlight) burns you for 2d6 points
of fire damage per round and causes any light, flammable clothing
you are wearing to ignite.

Weak Immune System [Drawback] MP Value: 1


Your body has difficult preventing infections from entering its
system, and thus it is prone to sickness and disease.
You take a –2 penalty on all Constitution saves against poison,
disease, and radiation sickness.
SPECIAL: You cannot take this drawback if you have the Ultra
Immune System feat.

CORE RULEBOOK | 181


CYBERNETICS
As with all forms of technology, advancements in cybernetics
can be tracked by Tech Level.

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.

construction anD rePair


Cybernetic attachments are complex instruments with both
electronic and mechanical components. Consequently, a character
must have the Craft Cybernetics feat to build a cybernetic
attachment.
Repairing a damaged or nonfunctional cybernetic attachment
requires 10 hours of work, half the cost of the item and a successful
Repair check (DC 20). A character needs both an electronic tool kit
and a mechanical tool kit to facilitate repairs. Without one or the

182 | DARKENERGY ROLEPLAYING GAME


SIDE EFFECTS
D% ROLL SIDE EFFECT
0-8 Blurred Vision: Character suffers a -1 on all attack rolls.
9-17 Constant Trembling: Character takes a -2 penalty on Dexterity-based skill checks.
18-25 Cybernetic Rejection: Character loses 1d4 points from Max HP per day.
26-34 Dizziness: Character takes a -1 penalty on attack rolls, saving throws, ability checks, and skill checks.
35-42 Impaired Hearing: Static distortion imposes a -2 penalty on all Listen checks.
43-50 Impaired Vision: Distorted images impose a -2 penalty on Spot checks.
51-59 Insomnia: Character can only sleep for minutes at a time and gains insufficient rest to heal naturally.
60-67 Muscle Cramps: Character moves at half speed.
68-76 Muscle Fatigue: Character takes a -2 penalty on Strength-based skill checks.
77-84 Power Surge: Character is shaken for 1 round if wounded; a successful Constitution save (DC 12) negates.
85-93 Psychosis: Character suffers 1d4 points of Charisma damage per day, lapsing into a coma if the score drops to 0.
94-100 Sensory Overload: Character is stunned for 1 round if wounded; a successful Constitution save (DC 15) negates.

MASSIVE DAMAGE EFFECTS


another, a character takes a –4 penalty on the check; without both
kits, the penalty increases to –8. D% ROLL EFFECT OF FAILED FORTITUDE SAVE
0-30 Normal Effect
installation anD reMoval 31-60 Attachment Disabled
Installing or removing a cybernetic attachment, regardless of 61-80 Normal Effect and Attachment Disabled
whether it’s a replacement or enhancement, requires a successful 81-100 Attachment Damaged and Side Effect
Treat Injury check. A character with the Cybernetic Surgery feat
suffers no penalty on the check.
electricity vulnerability
Removing a cybernetic attachment without proper surgery causes
A creature with one or more cybernetic attachments takes 50%
lasting physical trauma to the patient’s body, dealing 1d4 points of
more damage from any attack that deals electricity damage.
permanent Constitution drain.

nuMber of attachMents neGative levels


Whenever a creature exceeds its maximum number of cybernetic
Only living creatures can have cybernetic attachments. In addition,
attachments, it gains negative levels until the excess attachments
a living creature can have a maximum number of cybernetic
are removed (see Number of Attachments, above).
attachments equal to 1 + the creature’s Constitution modifier
(minimum 0).
A creature may have more cybernetic attachments installed on its
suscePtibility to attack
body can it can bear. However, the creature gains 1 negative level External cybernetic attachments are subject to attacks as if they
per cybernetic attachment that exceeds its maximum allowed. were objects worn by their recipients.
For each negative level, the creature takes a –1 penalty on all
skill checks and ability checks, attack rolls, and saving throws, Massive DaMaGe effects
and loses one effective level or Hit Die whenever level is used in Massive damage wreaks havoc with cybernetic attachments.
a die roll or calculation. Further, a character with psionic powers Whenever a creature with cybernetic attachments fails a
loses the ability to manifest one power of the highest level she Constitution save against massive damage, the GM should roll
can manifest (player’s choice), while a character with spellcasting percentile dice and consult Table: Massive Damage Effects to
ability loses the ability to cast one spell of the highest level he can determine what happens.
cast. This loss persists until the negative level is removed.
NORMAL EFFECT: The character immediately drops to –1 hit
Negative levels caused by having too many cybernetic attachments points and is dying.
remain until the offending attachments are removed.
ATTACHMENT DISABLED: One cybernetic attachment (determined
benefits anD Drawbacks randomly or chosen by the GM) ceases to function until repaired
(see Construction and Repair, above). The character suffers
Cybernetic attachments provide countless benefits to their the effects of the disability—as noted in the description of the
recipients. For example, cybernetic eyes can bestow darkvision, cybernetic attachment— for as long as the attachment remains
or improve the accuracy of the recipient’s ranged attacks. A disabled.
cybernetic brain implant can improve the recipient’s response time
in a crisis, protect against mind-influencing attacks, or increase ATTACHMENT DAMAGED: One cybernetic attachment (determined
the flow of adrenaline throughout the body. The possibilities of randomly or chosen by the GM) continues to function but develops
cybernetic technology are endless. Although the benefits make an unpleasant side effect that persists until the attachment is
cybernetics very alluring, the drawbacks are equally discouraging: repaired (see Construction and Repair, above).
SIDE EFFECT: The character suffers a debilitating side effect as
the result of a damaged attachment. Various side effects are
presented on Table: Side Effects.

CORE RULEBOOK | 183


REPLACEMENTS
The most basic replacement limbs and organs don’t bestow
any special benefits, but they suffer the usual drawbacks (see
Benefits and Drawbacks, above). They don’t add measurably to
the recipient’s weight.
Each replacement description includes the following information:
COST: How many Barter Units worth of parts you need to create
the replacement.
TYPE: Replacements can be external or internal. External
replacements are subject to sunder attacks; internal replacements
are not.
HARDNESS/HIT POINTS: The hardness and hit points of the
replacement. Internal replacements don’t have hardness.

Tech Level 2 Cybernetics


Artificial Organ (TL 2)
An artificial organ fully replaces a defective or destroyed biological
organ, such as a heart, lung, eye, or ear.
The artificial organ duplicates the function of its biological
counterpart. It provides no special game benefits.
COST: 1,500 Bu TYPE: Internal
HARDNESS/HIT POINTS: –/2.

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.

184 | DARKENERGY ROLEPLAYING GAME


ENHANCEMENTS
Targeting Optics (TL 2)
Your eyes are replaced with ocular implants that you to improve
your aim. All of your eyes must be replaced to gain any benefit.
Cybernetic enhancements are available starting at Tech Level 2.
Unlike standard replacements, they bestow new abilities upon You gain +1 on ranged attack rolls.
their recipients. COST: 1,000 Bu TYPE: Internal
Each enhancement description includes the following information: HARDNESS/HIT POINTS: –/2 (per eye).
COST: How many Barter Units worth of parts you need to create
the enhancement.
TYPE: Enhancements can be external or internal. External
External Weapon Mount Upgrade (TL 2)
enhancements are subject to sunder attacks; internal Your mounting bracket is upgraded with a targeting computer that
enhancements are not. can be fired independently.
HARDNESS/HIT POINTS: The hardness and hit points of the Firing the external weapon is now a Bonus action.
enhancement. Internal enhancements don’t have hardness.
COST: 2,000 Bu TYPE: External

Tech Level 2 Enhancements


HARDNESS/HIT POINTS: 10/5 (mount only).

Suspension System (TL 2)


External Weapon Mount (TL 2) PREREQUISITE: All legs must be Servo-legs
Your servo-arm is equipped with a mounting bracket that allows Your servo-legs are upgraded with a suspension system that
a sidearm to be strapped to your arm and can be fired remotely. allows for faster movement.
You can still hold another weapon in your hand with the mounted Your speed is doubled and you can jump twice as far.
sidearm. Firing the external weapon counts as an Attack action.
COST: 5,000 Bu TYPE: External
COST: 1,000 Bu (Sidearm purchased separately) TYPE: External
HARDNESS/HIT POINTS: 10/5 (mount only).
HARDNESS/HIT POINTS: 10/5 (mount only).

Identity Chip (TL 2)


Identity chips provide identification without requiring visual
recognition— high-tech ID cards that function even when the
wearer is unrecognizable.
An identity chip functions as both legal ID and a credit card.
COST: 50 Bu TYPE: Internal
HARDNESS/HIT POINTS: –/1.

Nightvision Optics (TL 2)


Your eyes are replaced with ocular implants that you to see better
in the dark. All of your eyes must be replaced to gain any benefit.
You gain darkvision out to a range of 60 feet.
COST: 1,500 Bu TYPE: Internal
HARDNESS/HIT POINTS: –/2 (per eye).

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.

CORE RULEBOOK | 185


COMBAT highest Dexterity check total to the one with the lowest. This is
The Order of Combat the order (called the initiative order) in which they act during each
round. The initiative order remains the same from round to round.
A typical combat encounter is a clash between two sides, a flurry If a tie occurs, the GM decides the order among tied GM-controlled
of weapon swings, feints, parries, footwork, and spellcasting. The creatures, and the players decide the order among their tied
game organizes the chaos of combat into a cycle of rounds and characters. The GM can decide the order if the tie is between a
turns. A round represents about 6 seconds in the game world. monster and a player character. Optionally, the GM can have the
During a round, each participant in a battle takes a turn. The order tied characters and monsters each roll a d20 to determine the
of turns is determined at the beginning of a combat encounter, order, highest roll going first.
when everyone rolls initiative. Once everyone has taken a turn, the
fight continues to the next round if neither side has defeated the On a critical success, you have advantage on you first attack and
other. on a critical failure, you have disadvantage on your first attack.

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

186 | DARKENERGY ROLEPLAYING GAME


You can also interact with one object or feature of the environment roll an Athletics check to Climb rather than accept an automatic
for free, during either your move or your action. For example, you success in hopes of getting a critical success. Your climb Speed
could open a door during your move as you stride toward a foe, or grants you a +4 circumstance bonus to Athletics checks to Climb.
you could draw your weapon as part of the same action you use If you have a climb Speed, you’re not flat-footed while climbing.
to attack.
If you want to interact with a second object, you must use it in Fly Speed
place of one of your other actions. Some magic items and other
special objects always require an action to use, as stated in their As long as you have a fly Speed, you can use the Fly and Arrest a
descriptions. Fall actions. You can also attempt to Maneuver in Flight if you’re
trained in the Acrobatics skill.
The GM might require you to use an action for any of these
activities when it needs special care or when it presents an Wind conditions can affect how you use the Fly action. In general,
unusual obstacle. For instance, the GM could reasonably expect moving against the wind uses the same rules as moving through
you to use an action to open a stuck door or turn a crank to lower difficult terrain (or greater difficult terrain, if you’re also flying
a drawbridge. upward), and moving with the wind allows you to move 10 feet for
every 5 feet of movement you spend (not cumulative with moving
straight downward). For more information on spending movement,
Reactions see Movement in Encounters.
Certain special abilities, spells, and situations allow you to take a Upward and downward movement are both relative to the gravity
special action called a reaction. A reaction is an instant response in your area; if you’re in a place with zero gravity, moving up or
to a trigger of some kind, which can occur on your turn or on down is no different from moving horizontally.
someone else’s. The opportunity attack is the most common type
of reaction.
Swim Speed
When you take a reaction, you can’t take another one until the start
of your next turn. If the reaction interrupts another creature’s turn, With a swim Speed, you can propel yourself through the water with
that creature can continue its turn right after the reaction. little impediment. Instead of attempting Athletics checks to Swim,
you automatically succeed and move up to your swim Speed
instead of the listed distance. Moving up or down is still moving
Movement and Position through difficult terrain.
In combat, characters and monsters are in constant motion, often You might still have to attempt checks to Swim in hazardous
using movement and position to gain the upper hand. On your conditions or to cross turbulent water. You can also choose to
turn, you can move a distance up to your speed. You can use as roll an Athletics check to Swim rather than accept an automatic
much or as little of your speed as you like on your turn, following success in hopes of getting a critical success. Your swim Speed
the rules here. grants you a +4 bonus to Athletics checks to Swim.
Your movement can include jumping, climbing, and swimming. Having a swim Speed doesn’t necessarily mean you can breathe
These different modes of movement can be combined with in water, so you might still have to hold your breath if you’re
walking, or they can constitute your entire move. However, you’re underwater to avoid drowning.
moving, you deduct the distance of each part of your move from
your speed until it is used up or until you are done moving.
Breaking Up Your Move
You can break up your movement on your turn, using some of your
Speed speed before and after an action. For example, if you have a speed
of 30 feet, you can move 10 feet, take your action, and then move
Every character and monster has a speed, which is the distance 20 feet.
in feet that the character or monster can walk in 1 round. This
number assumes short bursts of energetic movement in the midst Moving between Attacks If you take an action that includes more
of a life- threatening situation. than one weapon attack, you can break up your movement even
further by moving between those attacks. For example, a warrior
who can make two attacks with the Extra Attack feature and who
Burrow Speed has a speed of 25 feet could move 10 feet, make an attack, move
A burrow Speed lets you tunnel through the ground. You can use 15 feet, and then attack again.
the Burrow action if you have a burrow Speed. Burrowing doesn’t
normally leave behind a tunnel unless the ability specifically Using Different Speeds
states that it does. Most creatures need to hold their breath when
burrowing, and they may need tremorsense to navigate with any If you have more than one speed, such as your walking speed and
accuracy. a flying speed, you can switch back and forth between your speeds
during your move. Whenever you switch, subtract the distance
you’ve already moved from the new speed. The result determines
Climb Speed how much farther you can move. If the result is 0 or less, you can’t
A climb Speed allows you to move up or down inclines and vertical use the new speed during the current move.
surfaces. Instead of needing to attempt Athletics checks to Climb, For example, if you have a speed of 30 and a flying speed of 60
you automatically succeed and move up to your climb Speed because a Mage cast the fly spell on you, you could fly 20 feet,
instead of the listed distance. then walk 10 feet, and then leap into the air to fly 30 feet more.
You might still have to attempt Athletics checks to Climb in
hazardous conditions, to Climb extremely difficult surfaces, or to
cross horizontal planes such as ceilings. You can also choose to

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Difficult Terrain Space
A creature’s space is the area in feet that it effectively controls in
Combat rarely takes place in bare rooms or on featureless plains. combat, not an expression of its physical dimensions. A typical
Boulder-strewn caverns, briar- choked forests, treacherous Medium creature isn’t 5 feet wide, for example, but it does control
staircases—the setting of a typical fight contains difficult terrain. a space that wide. If a Medium hobgoblin stands in a 5-foot-wide
Every foot of movement in difficult terrain costs 1 extra foot. This doorway, other creatures can’t get through unless the hobgoblin
rule is true even if multiple things in a space count as difficult lets them.
terrain. A creature’s space also reflects the area it needs to fight effectively.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow For that reason, there’s a limit to the number of creatures that
bogs are examples of difficult terrain. The space of another can surround another creature in combat. Assuming Medium
creature, whether hostile or not, also counts as difficult terrain. combatants, eight creatures can fit in a 5-foot radius around
another one.

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.

188 | DARKENERGY ROLEPLAYING GAME


Ranges. To determine the range on a grid between two things— particular circumstance before you act. To do so, you can take the
whether creatures or objects— start counting squares from a Ready action on your turn so that you can act later in the round
square adjacent to one of them and stop counting in the space of using your reaction.
the other one. Count by the shortest route.
First, you decide what perceivable circumstance will trigger your
reaction. Then, you choose the action you will take in response to

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

CORE RULEBOOK | 189


Support Action: The minion can attack an enemy, retrieve a potion,
press a button, or any other minor action that is not a Move Action.
Making an Attack
Whether you’re striking with a melee weapon, firing a weapon at
range, or making an attack roll as part of a spell, an attack has a
Defense simple structure.
1. Choose a target. Pick a target within your attack’s range: a
A character’s Defense represents how hard it is for opponents to
creature, an object, or a location.
land a solid, damaging blow on the character. It’s the attack roll
result that an opponent needs to achieve to hit the character. A 2. Determine modifiers. The GM determines whether the target has
character’s Defense is equal to: cover and whether you have advantage or disadvantage against
the target. In addition, spells, special abilities, and other effects
TOTAL AC + SIZE MODIFIER
can apply penalties or bonuses to your attack roll.

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.

Instead of attacking, a character can use his or her attack action


simply to defend. This is called a Total Defense action. The
Modifiers to the Roll
character doesn’t get to attack or perform any other activity, When a character makes an attack roll, the two most common
but does get a +4 dodge bonus to his or her AC for 1 round. The modifiers to the roll are an ability modifier and the character’s
character’s Defense improves at the start of this action. proficiency bonus. When a monster makes an attack roll, it uses
whatever modifier is provided 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

190 | DARKENERGY ROLEPLAYING GAME


any modifiers or the target’s AC.

unseen attackers anD tarGets


Combatants often try to escape their foes’ notice by hiding, casting
the invisibility spell, or lurking in darkness.
When you attack a target that you can’t see, you have disadvantage
on the attack roll. This is true whether you’re guessing the target’s
location or you’re targeting a creature you can hear but not see.
If the target isn’t in the location you targeted, you automatically
miss, but the GM typically just says that the attack missed, not
whether you guessed the target’s location correctly.
When a creature can’t see you, you have advantage on attack rolls
against it.
If you are hidden—both unseen and unheard—when you make an Flanked
attack, you give away your location when the attack hits or misses.

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).

CORE RULEBOOK | 191


If you succeed, you subject the target to the grappled condition.
The condition specifies the things that end it, and you can release
Ear (+4 AC)
the target whenever you like (no action required). A called shot to the ear deafens that ear for 1d4 minutes, and
imposes disadvantage on hearing-based Perception checks. A
Escape creature that loses hearing in all ears is deafened until hearing is
returned by way of the lesser restoration spell or a similar effect.
A grappled creature can use its action to escape. To do so, it must
succeed on a Strength or Dexterity (Athletics) check contested by Critical Effect: On a failed save, the target is permanently deafened
your Athletics check. unless healed with a lesser restoration or heal spell.

Attack An Object Eye (+4 AC)


Sometimes a character needs to attack or break an object On a failed Dexterity save, a called shot to the eye causes
disadvantage on attacks and disadvantage on all sight-based
Strike An Object Perception checks. If the creature only has one functional eye
prior to the called shot, it is blinded instead.
Objects are easier to hit than characters because they usually
don’t move, but many are tough enough to shrug off some damage
from each blow.
Hand (+2 AC)
On a failed Dexterity save, for 1d4 rounds, any attack rolls, ability
checks made using the wounded hand suffer disadvantage,

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.

192 | DARKENERGY ROLEPLAYING GAME


If the critically effected leg is a Servo-Leg, a successful DC 20 opponents.
Repair check for 1d4 rounds is required to mend it. If a character uses a full-round action to make an attack against
an inanimate, immobile object, the character gets an automatic hit
Neck (+2 AC) with a melee weapon, or a +5 bonus on his or her attack roll with
A called shot to the neck makes speaking above a hoarse whisper a ranged weapon.
impossible for 1d4 rounds. Spells with verbal components suffer An object being held, carried, or worn has a Defense equal to
disadvantage, and attempts to activate command word items the below figure + 5 + the opponent’s Dexterity modifier + the
suffer a 50% chance of failure. In addition, the target suffers the opponent’s class bonus to Defense. Striking a held, carried, or
effects of critical damage. worn object provokes an attack of opportunity from the character
Critical Effect: If the target fails their save, they suffer the above who holds it.
effects, but also suffer ongoing damage equal to the base damage
dice that inflicted the wound each round until healed. Hardness
Each object has hardness-a number that represents how well it
Vitals (+2 AC) resists damage. Whenever an object takes damage, subtract its
A called shot to the vitals leaves the target stunned for 1 round. hardness from the damage. Only damage in excess of its hardness
While suffering from the effects of this blow, the target cannot take is deducted from the object’s hit points (see Table: Substance
the Dash or Disengage action. Hardness and Hit Points and Table: Object Hardness and Hit
Points).
Critical Effect: If the target fails their save, the duration of the
above effects are increased to 1d4 rounds.
Hit Points
An object’s hit point total depends on what it is made of or how
Object Defense and Bonuses to Attack big it is (see Table: Substance Hardness and Hit Points and Table:
Object Hardness and Hit Points).
Objects are harder or easier to hit depending on their size and
whether they are immobile or being held, carried, or worn by
SUBSTANCE HARDNESS AND HIT POINTS
OBJECT HARDNESS AND HIT POINTS SUBSTANCE Hardness Hit Points
OBJECT Hardness Hit Points Break DC Paper 0 2/in. thickness
Cinderblock wall 8 90 35 Rope 0 2/in. thickness
Chain 10 5 26 Plastic (soft) 0 3/in. thickness
Firearm, Medium-size 5 7 17 Glass 1 1/in. thickness
Handcuffs 10 10 30 Ceramic 1 2/in. thickness
Lock (Cheap) 0 1 10 Ice 0 3/in. thickness
Lock (Average) 3 5 15 Plastic (hard) 2 5/in. thickness
Lock (High quality) 5 10 20 Wood 5 10/in. thickness
Lock (High security) 10 120 35 Aluminum 6 10/in. thickness
Lock (Ultrahigh security) 20 150 40 Concrete 8 15/in. thickness
Metal bars 10 15 30 Steel 10 30/in. thickness
Manufactured objects (Fine)1 0 1 10
Manufactured objects
0 1 10 Energy Attacks
(Diminutive)1
Acid and sonic/concussive attacks deal normal damage to most
Manufactured object (Tiny)1 1 2 10 objects. Electricity and fire attacks deal half damage to most
Manufactured object (Small)1 3 3 12 objects; divide the damage by 2 before applying the hardness.
Manufactured object Cold attacks deal one-quarter damage to most objects; divide the
5 5 15
(Medium-size)1 damage by 4 before applying the hardness.
Manufactured object Large) 1
5 10 15
Manufactured object (Huge)1 8 10 20 Ineffective Weapons
Manufactured object The GM may determine that certain weapons just can’t deal
8 20 30
(Gargantuan)1 damage effectively to certain objects.
Manufactured object
(Colossal)1
10 30 50
Breaking Objects
Rope 0 2 23 When a character tries to break something with sudden force rather
Simple wooden door 5 10 13 than by dealing damage, use a Strength check to see whether he
Strong wooden door 5 20 23 or she succeeds. The DC depends more on the construction of the
object than on the material.
Steel door 10 120 35
1- Figures for manufactured objects are minimum values. The GM If an object has lost half or more of its hit points, the DC to break
may adjust these upward to account for objects with more strength it decreases by 2.
and durability.

CORE RULEBOOK | 193


DAMAGE AND HIT POINTS
Repairing Objects
Repairing damage to an object takes a full hour of work and
appropriate tools. (Without the tools, a character takes a -4
penalty on his or her Repair check.) At the end of the hour, make a Injury and the risk of death are constant companions of those who
Repair check (DC 20). Success restores 2d6 hit points. If damage explore the worlds of DARKENERGY. The thrust of a sword, a well-
remains, the character may continue to make repairs for as many placed arrow, or a blast of flame from a fireball spell all have the
hours as it takes to restore all the object’s hit points. potential to damage, or even kill, the hardiest of creatures.

Disarm Hit Points


As a melee attack, a character may attempt to disarm his or Hit Points represent a combination of physical and mental
her opponent. If the character does so with a weapon, he or she durability, the will to live, and luck. Creatures with more hit points
knocks the opponent’s weapon out of his or her hands and to the are more difficult to kill. Those with fewer hit points are more
ground. If the character attempts the disarm while unarmed, the fragile.
character ends up with the weapon in his or her hand.
A creature’s current hit points (usually just called hit points) can
If a character is attempting to disarm the wielder of a melee be any number from the creature’s hit point maximum down to 0.
weapon, follow the steps outlined here. Disarming the wielder of a This number changes frequently as a creature takes damage or
ranged weapon is slightly different; see below. receives healing.

Grabbing Objects Whenever a creature takes damage, that damage is subtracted


from its hit points. The loss of hit points has no effect on a
A character can also use Disarm to snatch away an object worn creature’s capabilities until the creature drops to 0 hit points.
by a target. Doing this works the same as a disarm attempt (see
above), except for the following. Damage Rolls
Shoving a Creature Each weapon, spell, and harmful monster ability specifies the
damage it deals. You roll the damage die or dice, add any modifiers,
Using the Attack action, you can make a special melee attack to and apply the damage to your target. Magic weapons, special
shove a creature, either to knock it prone or push it away from you. abilities, and other factors can grant a bonus to damage.
If you’re able to make multiple attacks with the Attack action, this
When attacking with a weapon, you add your ability modifier—the
attack replaces one of them.
same modifier used for the attack roll— to the damage. A spell
The target of your shove must be no more than one size larger tells you which dice to roll for damage and whether to add any
than you, and it must be within your reach. You make a Strength modifiers.
(Athletics) check contested by the target’s Strength (Athletics) or
If a spell or other effect deals damage to more than one target at
Dexterity (Athletics) check (the target chooses the ability to use).
the same time, roll the damage once for all of them. For example,
If you win the contest, you either knock the target prone or push it
when a Mage casts fireball or a Disciple casts flame strike, the
5 feet away from you.
spell’s damage is rolled once for all creatures caught in the blast.

Cover Critical Hits


When you score a critical hit, you get to roll extra dice for the
Walls, trees, creatures, and other obstacles can provide cover attack’s damage against the target. Roll all of the attack’s damage
during combat, making a target more difficult to harm. A target can dice twice and add them together. Then add any relevant modifiers
benefit from cover only when an attack or other effect originates as normal. To speed up play, you can roll all the damage dice at
on the opposite side of the cover. once.
There are three degrees of cover. If a target is behind multiple For example, if you score a critical hit with a dagger, roll 2d4 for
sources of cover, only the most protective degree of cover applies; the damage, rather than 1d4, and then add your relevant ability
the degrees aren’t added together. For example, if a target is modifier. If the attack involves other damage dice, such as from
behind a creature that gives half cover and a tree trunk that gives the Operative’s Sneak Attack feature, you roll those dice twice as
three- quarters cover, the target has three-quarters cover. well.
A target with half cover has a +2 bonus to AC and Dexterity saving

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.

194 | DARKENERGY ROLEPLAYING GAME


BLUDGEONING. Blunt force attacks—hammers, falling, when they fire more than one bullet as part of a single attack at
constriction, and the like—deal bludgeoning damage. a single target. (If a character doesn’t have those feats, he or she
can still fire more than one bullet-but the extra bullets don’t have
COLD. The infernal chill radiating from an ice devil’s spear and the
any effect, and are just wasted ammunition.)
frigid blast of a white dragon’s breath deal cold damage.
FIRE. Red dragons breathe fire, and many spells conjure flames to
deal fire damage.
Auto-fire
If a ranged weapon has an automatic rate of fire, a character may
FORCE. Force is pure magical energy focused into a damaging set it on auto-fire. Auto-fire affects an area and everyone in it, not
form. Most effects that deal force damage are spells, including a specific creature. The character targets a 10-foot-by-10-foot
magic missile and spiritual weapon. area and makes an attack roll; the targeted area has an effective
LIGHTNING (ELECTRICITY). A lightning bolt spell and a blue Defense of 10. (If the character does not have the Advanced
dragon’s breath deal lightning damage. Firearms Proficiency feat, he or she takes a -4 penalty on the attack
roll.) If the attack succeeds, every creature within the affected area
NECROTIC. Necrotic damage, dealt by certain undead and a spell
must make a Reflex save (DC 15) or take the weapon’s damage.
such as chill touch, withers matter and even the soul.
Auto-fire shoots 10 bullets, and can only be used if the weapon
PIERCING. Puncturing and impaling attacks, including spears and has 10 bullets in it.
monsters’ bites, deal piercing damage.
Auto-fire is not the same thing as burst fire, which involves firing
POISON. Venomous stings and the toxic gas of a green dragon’s a short burst at a specific target. Firing a burst requires the Burst
breath deal poison damage. Fire feat. If a character fires a blast of automatic fire at a specific
PSYCHIC. Mental abilities such as a psionic’s psionic blast deal target without the Burst Fire feat, it’s treated as a standard attack.
psychic damage. The attack, if successful, only deals normal damage-all the extra
ammunition the character fired is wasted.
RADIANT. Radiant damage, dealt by a Disciple’s flame strike
spell or an angel’s smiting weapon, sears the flesh like fire and Some firearms-particularly machine guns-only have auto-fire
overloads the spirit with power. settings and can’t normally fire single shots.

SLASHING. Swords, axes, and monsters’ claws deal slashing


damage.
Grenades and Explosives
An explosive is a weapon that, when detonated, affects all
THUNDER. A concussive burst of sound, such as the effect of the
creatures and objects within its burst radius by means of shrapnel,
thunderwave spell, deals thunder damage.
heat, or massive concussion. Its effect is broad enough that it can
hurt characters just by going off close to them.
Damage Resistance and Vulnerability Some explosives, such as grenades, can be thrown, and they
explode when they land. Others are planted, with fuses or timers,
Some creatures and objects are exceedingly difficult or unusually and go off after a preset amount of time elapses.
easy to hurt with certain types of damage.
If a creature or an object has resistance to a damage type, damage Thrown Explosives
of that type is halved against it. If a creature or an object has An attack with a thrown explosive is a ranged attack made against
vulnerability to a damage type, damage of that type is doubled a specific 5-foot square. (A character can target a square occupied
against it. by a creature.) Throwing the explosive is an attack action. If the
Resistance and then vulnerability are applied after all other square is within one range increment, you do not need to make an
modifiers to damage. For example, a creature has resistance attack roll. Roll 1d4 and consult the table to see which corner of
to bludgeoning damage and is hit by an attack that deals 25 the square the explosive bounces to.
bludgeoning damage. The creature is also within a magical aura If the target square is more than one range increment away,
that reduces all damage by 5. The 25 damage is first reduced by 5 make an attack roll. The square has an effective Defense of 10.
and then halved, so the creature takes 10 damage. Thrown weapons require no weapon proficiency, so a character
Multiple instances of resistance or vulnerability that affect the doesn’t take the -4 non-proficient penalty. If the attack succeeds,
same damage type count as only one instance. For example, if a the grenade or explosive lands in the targeted square. Roll 1d4
creature has resistance to fire damage as well as resistance to all and consult the table above to see which corner of the square the
nonmagical damage, the damage of a nonmagical fire is reduced explosive bounces to.
by half against the creature, not reduced by three-quarters. If the character misses the target, the explosive lands at a corner
of a square nearby in a random direction. Consult the tables below

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

CORE RULEBOOK | 195


when it goes off. No attack roll is necessary to plant an explosive; unconscious. This unconsciousness ends if you regain any hit
the explosive sits where it is placed until it is moved or goes off. points.
When a planted explosive detonates, it deals its damage to all
targets within the burst radius of the weapon. The targets may
make Reflex saves (DC varies according to the explosive type) for Death Saving Throws
half damage.
Whenever you start your turn with 0 hit points, you must make
a special saving throw, called a death saving throw, to determine
Splash Weapons whether you creep closer to death or hang onto life. Unlike other
A splash weapon is a ranged weapon that breaks apart on impact, saving throws, this one isn’t tied to any ability score. You are in the
splashing or scattering its contents over its target and nearby hands of fate now, aided only by spells and features that improve
creatures or objects. Most splash weapons consist of liquids in your chances of succeeding on a saving throw.
breakable containers.
To attack with a splash weapon, make a ranged touch attack Roll a D20
against the target. Thrown weapons require no weapon proficiency, If the roll is 10 or higher, you succeed. Otherwise, you fail. A
so characters don’t take the -4 non-proficient penalty. A hit deals success or failure has no effect by itself. On your third success,
direct hit damage to the target and splash damage to all other you become stable (see below). On your third failure, you die. The
creatures within 5 feet of the target. successes and failures don’t need to be consecutive; keep track of
A character can instead target a specific 5-foot square, including a both until you collect three of a kind. The number of both is reset
square occupied by a creature. Use the rules for thrown explosives. to zero when you regain any hit points or become stable.
However, if a character targets a square, creatures within 5 feet are ROLLING 1 OR 20. When you make a death saving throw and roll a
dealt the splash damage, and the direct hit damage is not dealt to 1 on the d20, it counts as two failures. If you roll a 20 on the d20,
any creature. you regain 1 hit point.
If the character misses the target (whether aiming at a creature or DAMAGE AT 0 HIT POINTs. If you take any damage while you have
a square), check to see where the weapon lands, using the rules 0 hit points, you suffer a death saving throw failure. If the damage
for thrown explosives. After determining where the object landed, is from a critical hit, you suffer two failures instead. If the damage
it deals splash damage to all creatures within 5 feet. equals or exceeds your hit point maximum, you suffer instant
death.

Death, Dying, and Healing Stabilizing a Creature


Unless it results in death, damage isn’t permanent. Even death is The best way to save a creature with 0 hit points is to heal it. If
reversible through powerful magic. Rest can restore a creature’s healing is unavailable, the creature can at least be stabilized so
hit points and magical methods such as a cure wounds spell or a that it isn’t killed by a failed death saving throw.
potion of healing can remove damage in an instant. You can use your action to administer first aid to an unconscious
When a creature receives healing of any kind, hit points regained are creature and attempt to stabilize it, which requires a successful
added to its current hit points. A creature’s hit points can’t exceed DC 10 Treat Injury check. A stable creature doesn’t make death
its hit point maximum, so any hit points regained in excess of this saving throws, even though it has 0 hit points, but it does remain
number are lost. For example, a Druid grants a Sharpshooter 8 hit unconscious. The creature stops being stable, and must start
points of healing. If the Sharpshooter has 14 current hit points and making death saving throws again, if it takes any damage. A stable
has a hit point maximum of 20, the ranger regains 6 hit points from creature that isn’t healed regains 1 hit point after 1d4 hours
the Druid, not 8.
A creature that has died can’t regain hit points until magic such as
the revivify spell has restored it to life.
Monsters and Death
Most GMs have a monster die the instant it drops to 0 hit points,
Dropping to 0 Hit Points rather than having it fall unconscious and make death saving
throws.
When you drop to 0 hit points, you either die outright or fall
unconscious, as explained in the following sections. Mighty villains and special nonplayer characters are common
exceptions; the GM might have them fall unconscious and follow
Instant Death the same rules as player characters.
Massive damage can kill you instantly. When damage reduces
you to 0 hit points and there is damage remaining, you die if the
Knocking a Creature Out
remaining damage equals or exceeds your hit point maximum. Sometimes an attacker wants to incapacitate a foe, rather than
deal a killing blow. When an attacker reduces a creature to 0 hit
For example, a Disciple with a maximum of 12 hit points currently
points with a melee attack, the attacker can knock the creature
has 6 hit points. If she takes 18 damage from an attack, she is
out. The attacker can make this choice the instant the damage is
reduced to 0 hit points, but 12 damage remains. Because the
dealt. The creature falls unconscious and is stable.
remaining damage equals her hit point maximum, the Disciple
dies.
Temporary Hit Points
Falling Unconscious Some spells and special abilities confer temporary hit points to a
creature. Temporary hit points aren’t actual hit points; they are a
If damage reduces you to 0 hit points and fails to kill you, you fall

196 | DARKENERGY ROLEPLAYING GAME


buffer against damage, a pool of hit points that protect you from
injury.
Healing Ability Damage
Ability damage returns at the rate of 1 point per evening of rest (8
When you have temporary hit points and take damage, the
hours of sleep). Complete bed rest (24 hours) restores 2 points
temporary hit points are lost first, and any leftover damage
per day.
carries over to your normal hit points. For example, if you have 5
temporary hit points and take 7 damage, you lose the temporary
hit points and then take 2 damage.
Increases in Constitution and Current Hit Points
Because temporary hit points are separate from your actual hit
points, they can exceed your hit point maximum. A character can, An increase in a character’s Constitution score-even a temporary
therefore, be at full hit points and receive temporary hit points. one-can give the character more hit points (an effective hit point
increase), but these are not temporary hit points. They can be
Healing can’t restore temporary hit points, and they can’t be added
restored through normal healing. When a character’s Constitution
together. If you have temporary hit points and receive more of
drops back down to its previous score after a temporary increase,
them, you decide whether to keep the ones you have or to gain
the character’s full normal hit points go down accordingly.
the new ones. For example, if a spell grants you 12 temporary hit
points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn’t Heroic Actions
restore you to consciousness or stabilize you. They can still
absorb damage directed at you while you’re in that state, but only At level 1, 10 and 20 you earn a Heroic Action. The DM can also
true healing can save you. award Heroic Actions for performing heroic deeds, which grant
you good fortune or let you recover from the brink of death.
Unless a feature that grants you temporary hit points has a
duration, they last until they’re depleted or you finish a long rest. These Heroic Actions are a one-time use only. For example, if a
player at level 1 falls to 0 Hit Points and uses their level 1 Heroic
Action to return to 1 HP, that Heroic Action is gone forever and they
Healing will not get another Heroic Action until the reach level 10. However,
the DM may reward exceptionally heroic deeds with Heroic Actions
After taking damage, a character can recover hit points through that have already been spent, but no player can have more than
natural healing (over the course of days) or through medical three Heroic Actions available.
technology (somewhat faster) or magical healing is also available.
You can spend your Heroic Actions in one of two ways.
In any case, a character can’t regain hit points past his or her full
normal total. You can spend Heroic Actions even if you aren’t able to act. You
can spend a Heroic Action on behalf of your familiar or animal
Treat Injury companion.

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.

CORE RULEBOOK | 197


MOUNTED COMBAT
A controlled mount can move and act even on the turn that you
mount it.
An independent mount retains its place in the initiative order.
Bearing a rider puts no restrictions on the actions the mount
A Templar charging into battle on a warhorse, a Mage casting can take, and it moves and acts as it wishes. It might flee
spells from the back of a dragon, or a Disciple soaring through the from combat, rush to attack and devour a badly injured foe, or
sky on a griffin all enjoy the benefits of speed and mobility that a otherwise act against your wishes.
mount can provide.
In either case, if the mount provokes an opportunity attack while
A willing creature that is at least one size larger than you and you’re on it, the attacker can target you or the mount.
that has an appropriate anatomy can serve as a mount, using the
following rules. intelliGent Mounts
MountinG anD DisMountinG Mounts with Intelligence scores of 5 or higher are more like
NPCs than they are like traditional mounts and are considered
Once during your move, you can mount a creature that is within 5 independent. As a result, characters can use Persuasion checks to
feet of you or dismount. Doing so costs an amount of movement negotiate what the mount will and will not do. Intelligent mounts
equal to half your speed. For example, if your speed is 30 feet, you may insist on special care, such as a hireling devoted to that
must spend 15 feet of movement to mount a horse. Therefore, you specific mount, special food, or even a share of the party treasure.
can’t mount it if you don’t have 15 feet of movement left or if your
speed is 0. DraGon Mounts
If an effect moves your mount against its will while you’re on it, There are two methods of getting a dragon as your mount: raising
you must succeed on a DC 10 Dexterity saving throw or fall off the dragon from youth or negotiating with a grown dragon. The
the mount, landing prone in a space within 5 feet of it. If you’re first may be easier and cheaper, but requires far more time.
knocked prone while mounted, you must make the same saving
throw. Raising a true dragon from an egg until it’s large enough to use
as a mount can take several years. Even lesser dragons, such as
If your mount is knocked prone, you can use your reaction to wyverns, mature at such a slow rate that most characters simply
dismount it as it falls and land on your feet. Otherwise, you are aren’t willing to wait the necessary amount of time. When you
dismounted and fall prone in a space within 5 feet it. successfully complete the rearing process, you can begin to teach
the domesticated dragon how to perform tasks.
controllinG a Mount Riding a dragon requires an exotic saddle. A dragon can fight while
While you’re mounted, you have two carrying a rider.
options. You can either control the
mount or allow it to act independently.
Intelligent creatures, such as dragons,
act independently.
You can control a mount only if it has been
trained to accept a rider. Domesticated horses,
donkeys, and similar creatures are assumed to
have such training. The initiative of a controlled
mount changes to match yours when
you mount it. It moves as you direct it.

198 | DARKENERGY ROLEPLAYING GAME


A dragon mount, although it may be loyal to you, is still an the person seated there is the driver. Driving a vehicle is, at a
independent, intelligent creature with a mind of its own. Expect minimum, a move action, which means that the driver may be able
the GM to treat a dragon mount as an NPC, not as a passive to do something else with his or her attack action. There can be
participant. However, some special bond could form between you only one driver in a vehicle at one time.
and the dragon and the GM may allow you to control the dragon.
A dragon mount ages normally, but does not gain experience coPilot
points. A copilot can help the driver by taking an aid another action. The
copilot must be seated in a location where he or she can see the
MounteD eneMies road and advise the driver (in a car, this generally means the front
passenger seat). Aiding the driver is a move action, leaving the
A rider on an intelligent mount acts as two enemies, with the
rider and mount each having their own stats and turns. You can copilot with an attack action each round to do something else. A
vehicle can have only one copilot at a time. A copilot can also drive
chose which enemy to attack but if you are on foot, you have
the vehicle if the driver cannot or chooses not to, provided there
disadvantage on attacking the rider while the rider has advantage
is a second set of controls at the copilot’s seat (usually true in
against you.
aircraft, but not ground vehicles).

Aerial Combat Gunner


Some vehicles have built-in weapons. If such a weapon is
Many monsters can fly, and PCs can use spells and items to gain controlled from a location other than the driver’s position, a
the ability to fly. Flying creatures have to use the Fly action to character can man that position and become the gunner. A vehicle
move through the air. Performing an especially tricky maneuver— can have as many gunners as it has gunner positions.
such as trying to reverse course 180 degrees or fly through a
narrow gap—might require using Athletics to Maneuver in Flight.
Creatures might fall from the sky, using the falling rules. At the
PassenGer
GM’s discretion, some ground-based actions might not work in All other personnel aboard the vehicle are considered passengers.
the air. For instance, a flying creature couldn’t Leap. Passengers have no specific role in the vehicle’s operation, but
may be able to fire weapons from the vehicle or take other actions.

Underwater Combat scale


When adventurers pursue naga back to their undersea homes, fight These rules use two scales. If the encounter involves both vehicles
off sharks in an ancient shipwreck, or find themselves in a flooded and characters on foot, use Character Scale. If the scene involves
dungeon room, they must fight in a challenging environment. only vehicles, and they’re likely to move at much higher speeds
Underwater the following rules apply. than characters or creatures on foot, use Chase Scale.

When making a melee weapon attack, a creature that doesn’t


have a swimming speed (either natural or granted by magic) has
character scale
disadvantage on the attack roll unless the weapon is a dagger, Character scale is identical to the standard movement scale:
javelin, arming sword, spear, or trident. It’s carried out on a grid in which each square equals 5 feet. In
character scale, most vehicles are large enough to occupy multiple
A ranged weapon attack automatically misses a target beyond
squares on the map grid. How many squares a vehicle occupies is
the weapon’s normal range. Even against a target within normal
specified in the vehicle’s description. In character scale, more than
range, the attack roll has disadvantage unless the weapon is a
one ground vehicle cannot occupy the same square.
crossbow, a net, or a weapon that is thrown like a javelin (including
a spear, trident, or dart). When moving a vehicle, count the squares from the vehicle’s rear.
When turning, pivot the vehicle on the rear square toward which it
Creatures and objects that are fully immersed in water have
is turning. When firing weapons, count squares from the location
resistance to fire damage.
of the weapon.

Vehicles chase scale


In chase scale, each square of the grid represents 50 feet. In
For simply traveling from point to point, the vehicle used is largely chase scale, most commonly encountered vehicles occupy only
a matter of personal style and finances. Skill checks are only one square. (Some especially large vehicles, such as ships or
required in extraordinary circumstances. These rules are primarily jumbo jets, might occupy more than one square.) More than one
focused on civilian vehicles and military vehicles. The rules can be vehicle can occupy the same square. Vehicles in the same square
modified for boats and aircraft. are considered to be 20 feet apart for the purposes of determining
range for attacks.
characters in vehicles
A character in a vehicle fills one of several possible roles, which
determines what the character can do. Getting Started
Most vehicles can be entered with a move action and started
Driver with a second move action. An exception is noted in a vehicle’s
The driver of the vehicle controls its movement. Most vehicles description when it applies.
have only one position from where the vehicle can be driven, so

CORE RULEBOOK | 199


Moving including Drive checks to control the vehicle and attacks made
from it.
On his or her action, the driver moves the vehicle a number of
VEHICLE SPEEDS AND MODIFIERS
squares that falls within the vehicle’s speed category.
Defense Check/Roll
Unlike characters, a vehicle cannot double move, run, or otherwise SPEED CATEGORY Modifier Modifier
extend its movement (except by changing to a higher speed
Stationary1 0 -
category).
Alley speed 0 0
Every vehicle has a top speed, included in its statistics on the
Street speed +1 -1
Vehicle tables. A vehicle cannot move more squares than its top
speed. This means that some vehicles cannot move at all-out Highway speed +2 -2
speed, or even highway speed. All-out +4 -4
Count squares for vehicles just as for characters. Vehicles cannot 1- A stationary vehicle cannot move or maneuver.
move diagonally. Unlike with moving characters, a vehicle’s facing
is important; unless it changes direction, a vehicle always moves
in the direction of its facing (or in the opposite direction, if it’s
Driving a Vehicle
moving in reverse). Driving a vehicle is a move action, taken by the vehicle’s driver.
During his or her move action, the driver moves the vehicle a

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

200 | DARKENERGY ROLEPLAYING GAME


at the start of its next turn. sideswipe attempt was a success. However, the other driver does
not need to make a check to retain control.
The DC for a jump depends on the width of the gap, modified by
the vehicle’s speed category.
On a failed check, the vehicle fails to clear the gap, and instead
Driver Options
falls into it (or collides with the far side). Determine damage as for Here is what a vehicle driver can do in a single round:
a collision (see Collisions and Ramming). The driver may increase or decrease his or her vehicle’s speed
A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size category by one (or keep it the same).
object; the vehicle may be able to avoid taking collision damage
from the failed jump by treating the far side as a hazard and then Optional Action Before Movement
continue moving (see Avoid Hazard, above). If the driver wants, he or she can use his or her attack action before
A moderately deep gap (4 to 10 feet deep) is equivalent to a Huge moving the vehicle. If the driver does so, however, he or she will be
object. The vehicle can only drive out of the gap if the walls are limited to a single stunt during movement.
not too steep.
A deeper gap (11 feet or deeper) is equivalent to a Colossal object. Movement
The vehicle can only drive out of the gap if the walls are not too Move the vehicle any number of squares within the vehicle’s speed
steep. category. Along the way, perform any number of simple maneuvers
If the gap is filled with water, the vehicle takes only half damage (limited only by their movement cost). The driver may also attempt
from the collision with the ground. However, if the water is too a single stunt as part of the movement (or two, if the driver didn’t
deep or the bottom is too soft (GM’s discretion), the vehicle might take his or her attack action before moving).
not be able to move.
VEHICLE JUMP
Optional Action After Movement
If the driver did not take an attack action before moving, and
Gap Width Jump Gap DC
performed one or fewer stunts, the driver has an attack action left.
1-3 ft. (ditch) 15
4-8 ft. (culvert) 20 Hide and Seek
8-15 ft. (creek, small ravine) 25
When being pursued, a driver can attempt a Hide check to lose the
16-25 ft. (narrow road, small pond) 35 pursuer in heavy traffic, or a Bluff check to misdirect the pursuer
26-40 ft. (wide road, small river) 45 before turning onto an off-ramp or a side street.
To make a Hide check, use the normal rules for hiding (see the Hide
VEHICLE JUMP SPEED skill description). The normal size modifiers apply, but because
Speed Category Jump Gap DC Modifier the driver is hiding among other vehicles, most of which are size
Large or Huge, he or she gains a +8 bonus on the check. This use
Ally speed +10
of the Hide skill can only be attempted in fairly heavy traffic; in
Street speed +5 lighter traffic, the GM might not allow it or might apply a penalty
Highway speed 0 to the check.
All-out -5 A driver can use Bluff to make a pursuer think he or she is going a
different direction from what the driver intends. Just before making
Sideswipe a turn onto an off-ramp or side street, make a Bluff check opposed
by the pursuer’s Sense Motive check. If the driver is successful,
During a vehicle’s movement, a driver can attempt to sideswipe a the pursuer takes a -5 penalty on any Drive check needed to make
vehicle or other target, either to deal damage without fully ramming the turn to follow the driver. If the other driver can make the turn
it or to cause another driver to lose control of his or her vehicle. using only simple maneuvers and does not have to make a Drive
At Character Scale, a vehicle must be side by side with its target check, the Bluff attempt has no effect.
(that is, occupying the square or squares directly to its side) and
moving in the same direction. Attempting a sideswipe costs 1
square of movement. Collisions and Ramming
At Chase Scale, the vehicle must be in the same square as its
A collision occurs when a vehicle strikes another vehicle or a solid
target and moving in the same direction. There is no movement
object. Generally, when a vehicle collides with a creature or other
cost.
moving vehicle, the target can attempt a Reflex save (DC 15) to
If the stunt is successful, the sideswiping vehicle and the target reduce the damage by half.
both take damage as if they had collided (see Collisions and
Ramming), except that the collision multiplier is 1/4, and the target Resolving Collisions
(or driver of the target vehicle) can make a Reflex save (DC 15) to
reduce the damage to both by half. If the target is another vehicle The base damage dealt by a vehicle collision depends on the
the driver must succeed at a Drive check (DC 15) at the beginning speed and size of the objects involved. Use the highest speed and
of his or her next action or lose control of the vehicle. the smallest size of the two colliding objects and refer to Tables:
Collision Speed Damage and Collision Size Damage.
The DC for a sideswipe is 15. It’s modified by the relative size and
speed of the target. Once the damage has been determined, apply it to both vehicles
(or objects or creatures) involved in the collision. Both vehicles
On a failed check, both vehicles take damage as though the reduce their speed by two speed categories. If not, it pushes the

CORE RULEBOOK | 201


other vehicle or object aside, if possible, and continues until it maximum hit points, dealing 4d6 fire damage to every creature
has moved the minimum number of squares for its new speed that moves through the vehicle or starts its turn in the vehicle.
category.
The driver of the vehicle that caused the collision must immediately Repairing a Vehicle
make a Drive check (DC 15) or lose control of the vehicle. The Repairs to a damaged vehicle can be made in a car workshop
driver of the other vehicle must succeed on a Drive check (DC 15) using the mechanic tools. On a successful Intelligence (Repair)
at the beginning of his or her next action or lose control of his or check, (DC 20) you repair a number of hit points equal to 2d6 +
her vehicle. your Intelligence modifier and costs 40 Bu for material and labor
per day.
COLLISION SPEED DAMAGE
Highest Speed
Ally speed
Damage Die Type
d2
Energy Attacks
Vehicles are treated as objects when subjected to energy attacks.
Street speed d4
Highway speed d8
Exploding Vehicles
All-out d12
If the attack that disables a vehicle deals damage equal to half
its full normal hit points or more, the vehicle explodes after 1d6
COLLISION SIZE DAMAGE
rounds. This explosion deals 10d6 points of fire damage to
Object or Creature Size Number of Dice everyone within the vehicle (Reflex save, DC 20, for half damage),
Colossal 20 and half that much to everyone and everything within 30 feet of the
Gargantuan 16 explosion (Reflex save, DC 15, for half damage).
Huge 12
Large 8
Vehicle Called Shot
Medium 4 In order to perform a called shot, a player must have the abitly to
make Called Shots and then must declare their called shot attempt
Small 2
and location before making their attack rolls. Once declared, the
Tiny 1 player suffers disadvantage on the called shot attack roll. An
Smaller than Tiny 0 attack roll suffering disadvantage already automatically fails as a
called shot attempt.
Damage to Vehicle Occupants Each called shot attempt also gives the vehicle +2 to its AC. If the
attack roll succeeds, hitting the vehicle’s modified called shot AC,
When a vehicle takes damage from a collision, its occupants may
the attacker hits and deals damage normally, but also deals the
take damage as well. The base amount of damage depends on the
called shot effect.
cover offered by the vehicle. Each of the occupants may make a
Reflex save (DC 15) to take half damage. For example, a player may want to shoot out the tire of a car that
is following them. On a successful shot, the desired effect was for
OCCUPANT DAMAGE the tire to be blown out, causing the vehicle to spin out of control,
Cover Damage
thus ending the pursuit.
None
One-quarter
Same as damage taken by vehicle
1/2 damage taken by vehicle
Object Interaction
A character’s interaction with objects in an environment is often
One-half 1/4 damage taken by vehicle
simple to resolve in the game. The player tells the GM that his or
Three-quarters or more None her character is doing something, such as moving a lever, and the
GM describes what, if anything, happens.

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.

202 | DARKENERGY ROLEPLAYING GAME


MAGIC AND SPELLS
what is a sPell?
A spell is a discrete magical effect, a single shaping of the
magical energies that suffuse the multiverse into a specific,
limited expression. In casting a spell, a character carefully plucks
at the invisible strands of raw magic suffusing the world,
pins them in place in a particular pattern, sets
them vibrating in a specific way, and then
releases them to unleash the desired effect—in
most cases, all in the span of seconds.
Spells can be versatile tools, weapons, or
protective wards. They can deal damage or undo
it, impose or remove conditions, drain life energy
away, and restore life to the dead.
Uncounted thousands of spells have been
created over the course of the multiverse’s
history, and many of them are long forgotten.
Some might yet lie recorded in crumbling
spellbooks hidden in ancient ruins or trapped in
the minds of dead gods. Or they might someday be reinvented by
a character who has amassed enough power and wisdom to do
so.

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.

known anD PrePareD sPells


Before a spellcaster can use a spell, he or she must have
the spell firmly fixed in mind, or must have access to
the spell in a magic item. Members of a few classes,
including Instrumentalists, have a limited list of
spells they know that are always fixed in mind. The
same thing is true of many magic-using monsters. Other When a character casts a spell, he or she expends a slot of that
spellcasters, such as Disciples and Mages, undergo a process spell’s level or higher, effectively “filling” a slot with the spell. You
of preparing spells. This process varies for different classes, as can think of a spell slot as a groove of a certain size—small for a
detailed in their descriptions. 1st-level slot, larger for a spell of higher level. A 1st-level spell fits
In every case, the number of spells a caster can have fixed in mind into a slot of any size, but a 10th-level spell fits only in a 10th-level
at any given time depends on the character’s level. slot. So when Ted casts magic missile, a 1st-level spell, he spends
one of his four 1st-level slots and has three remaining.
sPell slots Finishing a long rest restores any expended spell slots.
Regardless of how many spells a caster knows or prepares, he Some characters and monsters have special abilities that let them
or she can cast only a limited number of spells before resting. cast spells without using spell slots.
Manipulating the fabric of magic and channeling its energy into
even a simple spell is physically and mentally taxing, and higher-
level spells are even more so. Thus, each spellcasting class’s
castinG a sPell at a hiGher level
description includes a table showing how many spell slots of When a spellcaster casts a spell using a slot that is of a higher
each spell level a character can use at each character level. For level than the spell, the spell assumes the higher level for that
example, a 3rd-level Mage has four 1st-level spell slots and two casting. For instance, if Quillan casts magic missile using one of
2nd-level slots. her 2nd-level slots, that magic missile is 2nd level. Effectively, the

CORE RULEBOOK | 203


spell expands to fill the slot it is put into.
Range
Some spells, such as magic missile and cure wounds, have more
The target of a spell must be within the spell’s range. For a spell
powerful effects when cast at a higher level, as detailed in a spell’s
like magic missile, the target is a creature. For a spell like fireball,
description.
the target is the point in space where the ball of fire erupts.

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

204 | DARKENERGY ROLEPLAYING GAME


breath, you make a separate saving throw for each source of A cube’s point of origin is not included in the cube’s area of effect,
damage. unless you decide otherwise.
• Being incapacitated or killed. You lose concentration on a spell CYLINDER. A cylinder’s point of origin is the center of a circle of
if you are incapacitated or if you die. a particular radius, as given in the spell description. The circle
must either be on the ground or at the height of the spell effect.
The GM might also decide that certain environmental phenomena,
The energy in a cylinder expands in straight lines from the point
such as a wave crashing over you while you’re on a storm-tossed
of origin to the perimeter of the circle, forming the base of the
ship, require you to succeed on a DC 10 Constitution saving throw
cylinder. The spell’s effect then shoots up from the base or down
to maintain concentration on a spell.
from the top, to a distance equal to the height of the cylinder.
Targets A cylinder’s point of origin is included in the cylinder’s area of
effect.
A typical spell requires you to pick one or more targets to be
affected by the spell’s magic. A spell’s description tells you LINE. A line extends from its point of origin in a straight path up to
whether the spell targets creatures, objects, or a point of origin for its length and covers an area defined by its width.
an area of effect (described below). A line’s point of origin is not included in the line’s area of effect,
Unless a spell has a perceptible effect, a creature might not know unless you decide otherwise.
it was targeted by a spell at all. An effect like crackling lightning SPHERE. You select a sphere’s point of origin, and the sphere
is obvious, but a more subtle effect, such as an attempt to read a extends outward from that point. The sphere’s size is expressed
creature’s thoughts, typically goes unnoticed, unless a spell says as a radius in feet that extends from the point.
otherwise.
A sphere’s point of origin is included in the sphere’s area of effect.
A Clear Path to the Target Saving Throws
To target something, you must have a clear path to it, so it can’t be
behind total cover. Many spells specify that a target can make a saving throw to avoid
some or all of a spell’s effects. The spell specifies the ability that
If you place an area of effect at a point that you can’t see and an the target uses for the save and what happens on a success or
obstruction, such as a wall, is between you and that point, the point failure.
of origin comes into being on the near side of that obstruction.
The DC to resist one of your spells equals 8 + your spellcasting
Targeting Yourself ability modifier + your proficiency bonus + any special modifiers.

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.

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DIVINE SPELLS Crusader’s Mantle 7TH LEVEL 2ND LEVEL
CANTRIPS (0 LEVEL) Daylight Conjure Celestial Acid Arrow
Guidance Dispel Magic Divine Word Animal Messenger
Light Divine-Bullet (TL 1) Etherealness Arc Cannon (TL 1)
Mending Feign Death Fire Storm Barkskin
Resistance Glyph of Warding Plane Shift Beast Sense
Revivify Magic Circle Regenerate Cordon of Arrows
Sacred Flame Mass Healing Word Resurrection Darkvision
Spare the Dying Meld into Stone Symbol Enhance Ability
Thaumaturgy Protection from Energy 8TH LEVEL Find Traps
1ST LEVEL Remove Curse Antimagic Field Flame Blade
Bane Sending Create Food and Water Flaming Sphere
Bless Speak with Dead Control Weather Find Steed
Command Spirit Guardians Earthquake Gust of Wind
Compelled Duel Tongues Holy Aura Heat Metal
Cure Wounds Water Walk 9TH LEVEL Hold Person
Detect Good and Evil 4TH LEVEL Astral Projection Lesser Restoration
Detect Magic Aura of Life Mass Heal Locate Animals or Plants
Detect Poison and Disease Aura of Purity Power Word Heal Locate Object
Divine Favor Banishment True Resurrection Misty Step
Guiding Bolt Control Water ELEMENTAL SPELLS Moonbeam
Healing Word Death Ward CANTRIPS (0 LEVEL) Pass without Trace
Heroism Divination Blood-Lightning Bullet (TL 1) Protection from Poison
Protection from Evil and Good Drop Shield Druidcraft Silence
Purify Food and Drink Freedom of Movement Guidance Soften the Sword
Sanctuary Guardian of Faith Mending Spike Growth
Shield of Faith Locate Creature Poison Spray 3RD LEVEL
2ND LEVEL Stone Shape Ray of Frost Call Lightning
Aid 5TH LEVEL Resistance Conjure Animals
Augury Circle of Power Shillelagh Conjure Barrage
Blindness/Deafness Commune Thorn Whip Daylight
Calm Emotions Dispel Evil and Good 1ST LEVEL Dispel Magic
Continual Flame Flame Strike Alarm Elemental Bullets (TL 1)
Enhance Ability Geas Animal Friendship Feign Death
Find Steed Greater Restoration Charm Person Hydraulic Beam (TL 1)
Find Traps Hallow Cure Wounds Lightning Arrow
Gentle Repose Insect Plague Detect Magic Meld into Stone
Hold Person Legend Lore Detect Poison and Disease Non-Detection
Lesser Restoration Mass Cure Wounds Ensnaring Strike Plant Growth
Locate Object Planar Binding Entangle Protection from Energy
Prayer of Healing Raise Dead Faerie Fire Sleet Storm
Protection from Bullets (TL 1) Scrying Fog Cloud Speak with Plants
Protection from Poison 6TH LEVEL Goodberry Water Breathing
Silence Blade Barrier Hail of Thorns Water Walk
Spiritual Weapon Create or Destroy Water Healing Word Wind Wall
Warding Bond Find the Path Hunter’s Mark 4TH LEVEL
Zone of Truth Forbiddance Ice Bayonet (TL 1) Blight
3RD LEVEL Heal Jump Confusion
Animate Dead Heroes’ Feast Longstrider Conjure Minor Elementals
Aura of Vitality Planar Ally Panic Line Conjure Woodland Beings
Beacon of Hope True Seeing Purify Food and Drink Control Water
Bestow Curse Word of Recall Speak with Animals Dominate Beast
Clairvoyance Thunderwave Faithful Hound

206 | DARKENERGY ROLEPLAYING GAME


Freedom of Movement Feeblemind Witch Bolt 4TH LEVEL
Giant Insect Sunburst 2ND LEVEL Banishment
Grasping Vine Tsunami Animal Messenger Black Tentacles
Hallucinatory Terrain 9TH LEVEL Arc Cannon (TL 1) Blight
Ice Storm Foresight Blindness/Deafness Compulsion
Locate Creature Shapechange Calm Emotions Confusion
Polymorph Storm of Vengeance Cloud of Daggers Create Undead
Stone Shape OCCULT SPELLS Crown of Madness Dimension Door
Stoneskin CANTRIPS (0 LEVEL) Darkness Freedom of Movement
Vortex Blood-Lightning Bullet (TL 1) Detect Thoughts Ghost Bullets (TL 1)
Wall of Fire Chill Touch Enhance Ability Greater Invisibility
5TH LEVEL Dancing Lights Enthrall Hallucinatory Terrain
Awaken Daring Ditty Heat Metal Locate Creature
Commune with Nature Eldritch Blast Hold Person Polymorph
Conjure Elemental Friends Invisibility 5TH LEVEL
Conjure Firing Squad (TL 1) Mending Knock Animate Objects
Conjure Volley Message Lesser Restoration Antilife Shell
Contagion Minor Illusion Locate Animals or Plants Awaken
Geas Poison Spray Locate Object Conjure Firing Squad (TL 1)
Greater Restoration Prestidigitation Mirror Image Contact Other Plane
Insect Plague Produce Flame Misty Step Contagion
Mass Cure Wounds True Strike Phantasmal Force Dominate Person
Planar Binding Vicious Mockery Ray of Enfeeblement Dream
Reincarnate Ward See Invisibility Geas
Scrying 1ST LEVEL Shatter Greater Restoration
Swift Ammunition Animal Friendship Silence Hold Monster
Wall of Stone Bane Spider Climb Legend Lore
6TH LEVEL Charm Person Spiritual Firearm (TL 1) Mislead
Create or Destroy Water Comprehend Languages Suggestion Modify Memory
Find the Path Cure Wounds Zone of Truth Planar Binding
Freezing Sphere Detect Magic 3RD LEVEL Raise Dead
Greater Panic Line Disguise Self Animate Dead Scrying
Heal Dissonant Whispers Bestow Curse Seeming
Heroes’ Feast Expeditious Retreat Clairvoyance Teleportation Circle
Move Earth Faerie Fire Counterspell 6TH LEVEL
Planar Ally False Life Dispel Magic Circle of Death
Sunbeam Feather Fall Fear Create Undead
Transport via Plants Healing Word Feign Death Eyebite
Wall of Thorns Hellish Rebuke Fly Find the Path
Wind Walk Heroism Gaseous Form Flesh to Stone
7TH LEVEL Hex Glyph of Warding Guards and Wards
Fire Storm Identify Hypnotic Pattern Harm
Mirage Arcane Illusory Script Magic Circle Magic Jar
Plane Shift Inflict Wounds Major Image Mass Suggestion
Regenerate Jinx Non-Detection Planar Ally
Reverse Gravity Longstrider Remove Curse Programmed Illusion
8TH LEVEL Protection from Evil and Good Rotting Strike True Seeing
Animal Shapes Ray of Sickness Sending 7TH LEVEL
Antipathy/Sympathy Silent Image Speak with Dead Etherealness
Control Weather Sleep Stinking Cloud Finger of Death
Cryobomb (TL 1) Speak with Animals Tongues Forcecage
Earthquake Thunderwave Vampiric Touch Mirage Arcane
Unseen Servant Magnificent Mansion

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Plane Shift Ice Bayonet (TL 1) 3RD LEVEL 5TH LEVEL
Power Word Blind Identify Blink Animate Objects
Project Image Illusory Script Clairvoyance Arcane Hand
Resurrection Jump Counterspell CloudkilI
Symbol Longstrider Daylight Cone of Cold
Teleport Mage Armor Dispel Magic Conjure Elemental
8TH LEVEL Magic Missile Elemental Bullets (TL 1) Conjure Firing Squad (TL 1)
Demiplane Power Simple Device (TL 1) Fear Contact Other Plane
Dominate Monster Shield Feign Death Creation
Feeblemind Silent Image Fireball Dominate Person
Glibness Sleep Fly Dream
Mind Blank Thunderwave Gaseous Form Geas
Power Word Stun Unseen Servant Glyph of Warding Hold Monster
9TH LEVEL Witch Bolt Haste Insect Plague
Astral Projection 2ND LEVEL Hypnotic Pattern Legend Lore
Foresight Alter Self Lightning Bolt Mislead
Imprisonment Arc Cannon (TL 1) Magic Circle Modify Memory
True Polymorph Arcane Lock Major Image Passwall
ARCANE SPELLS Blindness/Deafness Non-Detection Planar Binding
CANTRIPS (0 LEVEL) Blur Phantom Steed Scrying
Acid Splash Cloud of Daggers Protection from Energy Seeming
Dancing Lights Continual Flame Remove Curse Telekinesis
Fire Bolt Crown of Madness Sending Teleportation Circle
Friends Cryostasis (TL 1) Sleet Storm Wall of Force
Light Darkness Slow Wall of Stone
Mage Hand Darkvision Stinking Cloud 6TH LEVEL
Mending Detect Thoughts Tongues Arcane Gate
Message Enhance Ability Water Breathing Chain Lightning
Minor Illusion Enlarge/Reduce Water Walk Chromatic Wave
Poison Spray Enthrall 4TH LEVEL Contingency
Prestidigitation Flaming Sphere Arcane Eye Create Food and Water
Produce Flame Gentle Repose Banishment Disintegrate
Ray of Frost Gust of Wind Confusion Flesh to Stone
Shocking Grasp Heat Metal Conjure Minor Elementals Globe of Invulnerability
True Strike Hold Person Control Water Guards and Wards
Ward Invisibility Dimension Door Instant Summons
1ST LEVEL Knock Dominate Beast Mass Suggestion
Alarm Levitate Fabricate Move Earth
Burning Hands Locate Object Fire Shield Programmed Illusion
Charm Person Magic Mouth Greater Invisibility Sunbeam
Chromatic Orb Magic Weapon Hallucinatory Terrain True Seeing
Color Spray Mirror Image Ice Storm Wall of Ice
Comprehend Languages Misty Step Locate Creature 7TH LEVEL
Delayed Chromatic Blast Phantasmal Force Phantasmal Killer Arcane Sword
Detect Magic Protection from Bullets (TL 1) Polymorph Delayed Blast Fireball
Disguise Self Rope Trick Private Sanctum Etherealness
Expeditious Retreat Scorching Ray Quick Load (TL 1) Fire Storm
Feather Fall See Invisibility Secret Chest Forcecage
Find Familiar Shatter Stone Shape Mirage Arcane
Floating Disk Spider Climb Stoneskin Magnificent Mansion
Fog Cloud Spiritual Firearm (TL 1) Wall of Fire Plane Shift
Frag Blast (TL 1) Suggestion Power Word Blind
Grease Web

208 | DARKENERGY ROLEPLAYING GAME


SPELLS
Prismatic Spray
Project Image
Reverse Gravity
Sequester This chapter describes the most common spells.
Simulacrum

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.

Alarm (Ritual) 1st-Level


Casting Time: 1 minute Range: 30 feet
Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a
window, or an area within range that is no larger than a 20-foot
cube. Until the spell ends, an alarm alerts you whenever a Tiny or
larger creature touches or enters the warded area. When you cast
the spell, you can designate creatures that won’t set off the alarm.
You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are

CORE RULEBOOK | 209


within 1 mile of the warded area. This ping awakens you if you are or “a red-haired dwarf wearing a pointed hat.” You also speak a
sleeping. message of up to twenty-five words. The target beast travels for
the duration of the spell toward the specified location, covering
An audible alarm produces the sound of a hand bell for 10 seconds
within 60 feet. about 50 miles per 24 hours for a flying messenger, or 25 miles for
other animals.
When the messenger arrives, it delivers your message to the
Alter Self 2nd-Level creature that you described, replicating the sound of your voice.
The messenger speaks only to a creature matching the description
Casting Time: 1 action Range: Self you gave. If the messenger doesn’t reach its destination before the
Duration: Concentration, up to 1 hour spell ends, the message is lost, and the beast makes its way back
to where you cast this spell.
You assume a different form. When you cast the spell, choose one
of the following options, the effects of which last for the duration At Higher Levels. If you cast this spell using a spell slot of 3nd level
of the spell. While the spell lasts, you can end one option as an or higher, the duration of the spell increases by 48 hours for each
action to gain the benefits of a different one. slot level above 2nd.

AQUATIC ADAPTATION. You adapt your body to an aquatic


environment, sprouting gills and growing webbing between your
fingers. You can breathe underwater and gain a swimming speed
Animal Shapes 8th-Level
equal to your walking speed. Casting Time: 1 action Range: 30 feet
CHANGE APPEARANCE. You transform your appearance. You Duration: Concentration, up to 24 hours
decide what you look like, including your height, weight, facial
features, sound of your voice, hair length, coloration, and Your magic turns others into beasts. Choose any number of willing
distinguishing characteristics, if any. creatures that you can see within range. You transform each
target into the form of a Large or smaller beast with a challenge
You can make yourself appear as a member of another race, though rating of 4 or lower. On subsequent turns, you can use your action
none of your statistics change. You also can’t appear as a creature to transform affected creatures into new forms.
of a different size than you, and your basic shape stays the same;
if you’re bipedal, you can’t use this spell to become quadrupedal, The transformation lasts for the duration for each target, or until
for instance. At any time for the duration of the spell, you can use the target drops to 0 hit points or dies. You can choose a different
your action to change your appearance in this way again. form for each target. A target’s game statistics are replaced by
the statistics of the chosen beast, though the target retains its
NATURAL WEAPONS. You grow claws, fangs, spines, horns, or a alignment and Intelligence, Wisdom, and Charisma scores. The
different natural weapon of your choice. Your unarmed strikes deal target assumes the hit points of its new form, and when it reverts
1d6 bludgeoning, piercing, or slashing damage, as appropriate to to its normal form, it returns to the number of hit points it had
the natural weapon you chose, and you are proficient with your before it transformed. If it reverts as a result of dropping to 0 hit
unarmed strikes. Finally, the natural weapon is magic and you points, any excess damage carries over to its normal form. As
have a +1 bonus to the attack and damage rolls you make using it. long as the excess damage doesn’t reduce the creature’s normal
form to 0 hit points, it isn’t knocked unconscious. The creature is

Animal Friendship 1st-Level


limited in the actions it can perform by the nature of its new form,
and it can’t speak or cast spells.

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.

210 | DARKENERGY ROLEPLAYING GAME


The creature is under your control for 24 hours, after which it stops The barrier prevents an affected creature from passing or reaching
obeying any command you’ve given it. To maintain control of the through. An affected creature can cast spells or make attacks with
creature for another 24 hours, you must cast this spell on the ranged or reach weapons through the barrier.
creature again before the current 24-hour period ends. This use of If you move so that an affected creature is forced to pass through
the spell reasserts your control over up to four creatures you have the barrier, the spell ends.
animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, you animate or reassert control over two Antimagic Field 8th-Level
additional undead creatures for each slot level above 3rd. Each of
the creatures must come from a different corpse or pile of bones. Casting Time: 1 action Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 hour

Animate Objects 5th-Level (a pinch of powdered iron or iron filings)


A 10-foot-radius invisible sphere of antimagic surrounds you.
Casting Time: 1 action Range: 120 feet This area is divorced from the magical energy that suffuses the
Duration: Concentration, up to 1 minute multiverse. Within the sphere, spells can’t be cast, summoned
creatures disappear, and even magic items become mundane.
Objects come to life at your command. Choose up to ten Until the spell ends, the sphere moves with you, centered on you.
nonmagical objects within range that are not being worn or carried.
Medium targets count as two objects, Large targets count as four Spells and other magical effects, except those created by an
objects, Huge targets count as eight objects. You can’t animate artifact or a deity, are suppressed in the sphere and can’t protrude
any object larger than Huge. Each target animates and becomes into it. A slot expended to cast a suppressed spell is consumed.
a creature under your control until the spell ends or until reduced While an effect is suppressed, it doesn’t function, but the time it
to 0 hit points. spends suppressed counts against its duration.
As a bonus action, you can mentally command any creature you Targeted Effects. Spells and other magical effects, such as magic
made with this spell if the creature is within 500 feet of you (if missile and charm person, that target a creature or an object in the
you control multiple creatures, you can command any or all of sphere have no effect on that target.
them at the same time, issuing the same command to each one). Areas of Magic. The area of another spell or magical effect, such
You decide what action the creature will take and where it will as fireball, can’t extend into the sphere.
move during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue If the sphere overlaps an area of magic, the part of the area that
no commands, the creature only defends itself against hostile is covered by the sphere is suppressed. For example, the flames
creatures. Once given an order, the creature continues to follow it created by a wall of fire are suppressed within the sphere, creating
until its task is complete. a gap in the wall if the overlap is large enough.

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.

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Antipathy/Sympathy 8th-Level Arcane Eye 4th-Level
Casting Time: 1 hour Range: 60 feet Casting Time: 1 action Range: 30 feet
Duration: 10 days Duration: Concentration, up to 1 hour
(either a lump of alum soaked in vinegar for the antipathy effect or You create an invisible, magical eye within range that hovers in the
a drop of honey for the sympathy effect) air for the duration.
This spell attracts or repels creatures of your choice. You target You mentally receive visual information from the eye, which has
something within range, either a Huge or smaller object or creature normal vision and darkvision out to 30 feet. The eye can look in
or an area that is no larger than a 200-foot cube. Then specify every direction.
a kind of intelligent creature, such as red dragons, goblins, or As an action, you can move the eye up to 30 feet in any direction.
vampires. You invest the target with an aura that either attracts or There is no limit to how far away from you the eye can move, but
repels the specified creatures for the duration. Choose antipathy it can’t enter another plane of existence. A solid barrier blocks
or sympathy as the aura’s effect. the eye’s movement, but the eye can pass through an opening as
Antipathy. The enchantment causes creatures of the kind you small as 1 inch in diameter.
designated to feel an intense urge to leave the area and avoid the
target. When such a creature can see the target or comes within
60 feet of it, the creature must succeed on a Wisdom saving throw Arcane Gate 6th-Level
or become frightened. The creature remains frightened while it
can see the target or is within 60 feet of it. While frightened by the Casting Time: 1 action Range: 500 feet
target, the creature must use its movement to move to the nearest Duration: Concentration, up to 10 minutes
safe spot from which it can’t see the target. If the creature moves
more than 60 feet from the target and can’t see it, the creature is You create linked teleportation portals that remain open for the
no longer frightened, but the creature becomes frightened again if duration. Choose two points on the ground that you can see, one
it regains sight of the target or moves within 60 feet of it. point within 10 feet of you and one point within 500 feet of you. A
circular portal, 10 feet in diameter, opens over each point. If the
Sympathy. The enchantment causes the specified creatures to portal would open in the space occupied by a creature, the spell
feel an intense urge to approach the target while within 60 feet of it fails, and the casting is lost.
or able to see it. When such a creature can see the target or comes
within 60 feet of it, the creature must succeed on a Wisdom saving The portals are two-dimensional glowing rings filled with mist,
throw or use its movement on each of its turns to enter the area or hovering inches from the ground and perpendicular to it at the
move within reach of the target. When the creature has done so, it points you choose. A ring is visible only from one side (your
can’t willingly move away from the target. choice), which is the side that functions as a portal.

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.

212 | DARKENERGY ROLEPLAYING GAME


If the target is Medium or smaller, you have advantage on the
check. If you succeed, the hand pushes the target up to 5 feet Astral Projection 9th-Level
plus a number of feet equal to five times your spellcasting ability
modifier. The hand moves with the target to remain within 5 feet Casting Time: 1 hour Range: 10 feet
of it. Duration: Special
Grasping Hand: The hand attempts to grapple a Huge or smaller (for each creature you affect with this spell, you must provide one
creature within 5 feet of it. You use the hand’s Strength score to jacinth worth at least 1,000 Bu and one ornately carved bar of
resolve the grapple. If the target is Medium or smaller, you have silver worth at least 100 Bu, all of which the spell consumes)
advantage on the check. While the hand is grappling the target,
you can use a bonus action to have the hand crush it. When you You and up to eight willing creatures within range project your
do so, the target takes bludgeoning damage equal to 2d6 + your astral bodies into the Netherworld (the spell fails and the casting
spellcasting ability modifier. is wasted if you are already on that plane). The material body
you leave behind is unconscious and in a state of suspended
Interposing Hand: The hand interposes itself between you and a animation; it doesn’t need food or air and doesn’t age.
creature you choose until you give the hand a different command.
The hand moves to stay between you and the target, providing you Your astral body resembles your mortal form in almost every way,
with half cover against the target. The target can’t move through replicating your game statistics and possessions. The principal
the hand’s space if its Strength score is less than or equal to the difference is the addition of a silvery cord that extends from
hand’s Strength score. If its Strength score is higher than the between your shoulder blades and trails behind you, fading to
hand’s Strength score, the target can move toward you through invisibility after 1 foot. This cord is your tether to your material
the hand’s space, but that space is difficult terrain for the target. body. As long as the tether remains intact, you can find your way
home. If the cord is cut—something that can happen only when
At Higher Levels: When you cast this spell using a spell slot of 6th an effect specifically states that it does—your soul and body are
level or higher, the damage from the clenched fist option increases separated, killing you instantly.
by 2d8 and the damage from the grasping hand increases by 2d6
for each slot level above 5th. Your astral form can freely travel through the Netherworld and can
pass through portals there leading to any other plane. If you enter
a new plane or return to the plane you were on when casting this
Arcane Lock 2nd-Level spell, your body and possessions are transported along the silver
cord, allowing you to re-enter your body as you enter the new
Casting Time: 1 action Range: Touch plane. Your astral form is a separate incarnation. Any damage or
other effects that apply to it have no effect on your physical body,
Duration: Until dispelled nor do they persist when you return to it.
(gold dust worth at least 25 Bu, which the spell consumes) The spell ends for you and your companions when you use your
You touch a closed door, window, gate, chest, or other entryway, action to dismiss it. When the spell ends, the affected creature
and it becomes locked for the duration. You and the creatures returns to its physical body, and it awakens.
you designate when you cast this spell can open the object The spell might also end early for you or one of your companions.
normally. You can also set a password that, when spoken within A successful dispelmagic spell used against an astral or physical
5 feet of the object, suppresses this spell for 1 minute. Otherwise, body ends the spell for that creature. If a creature’s original body
it is impassable until it is broken or the spell is dispelled or or its astral form drops to 0 hit points, the spell ends for that
suppressed. Casting knock on the object suppresses arcane lock creature. If the spell ends and the silver cord is intact, the cord
for 10 minutes. pulls the creature’s astral form back to its body, ending its state of
While affected by this spell, the object is more difficult to break or suspended animation.
force open; the DC to break it or pick any locks on it increases by If you are returned to your body prematurely, your companions
10. remain in their astral forms and must find their own way back to
their bodies, usually by dropping to 0 hit points.
Arcane Sword 7th-Level
Casting Time: 1 action Range: 60 feet
Augury (Ritual) 2nd-Level
Duration: Concentration, up to 1 minute Casting Time: 1 minute Range: Self
You create a sword-shaped plane of force that hovers within Duration: Instantaneous
range. It lasts for the Duration. (specially marked sticks, bones, or similar tokens worth at least
When the sword appears, you make a melee spell Attack against 25 Bu)
a target of your choice within 5 feet of the sword. On a hit. the By casting gem-inlaid sticks, rolling dragon bones, laying out
target takes 3d10 force damage. Until the spell ends, you can use ornate cards, or employing some other divining tool, you receive
a Bonus Action on each of your turns to move the sword up to 20 an omen from an otherworldly entity about the results of a specific
feet to a spot you can see and repeat this Attack against the same course of action that you plan to take within the next 30 minutes.
target or a different one. The GM chooses from the following possible omens:
• Weal, for good results
• Woe, for bad results
• Weal and woe, for both good and bad results

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• Nothing, for results that aren’t especially good or bad until you or your companions do anything harmful to it. When the
charmed condition ends, the awakened creature chooses whether
The spell doesn’t take into account any possible circumstances
to remain friendly to you, based on how you treated it while it was
that might change the outcome, such as the casting of additional
spells or the loss or gain of a companion. charmed.

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.

Aura of Purity 4th-Level


Banishment 4th-Level
Casting Time: 1 action Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes Casting Time: 1 action Range: 60 feet

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

214 | DARKENERGY ROLEPLAYING GAME


This spell bestows hope and vitality. Choose any number of bludgeoning damage.
creatures within range. For the duration, each target has advantage A creature restrained by the tentacles can use its action to make a
on Wisdom saving throws and death saving throws, and regains Strength or Dexterity check (its choice) against your spell save DC.
the maximum number of hit points possible from any healing. On a success, it frees itself.

Beast Sense (Ritual) 2nd-Level Blade Barrier 6th-Level


Casting Time: 1 action Range: Touch Casting Time: 1 action Range: 90 feet
Duration: Concentration, up to 1 hour Duration: Concentration, 10 minutes
You touch a willing beast. For the duration of the spell, you can You create a vertical wall of whirling, razor-sharp blades made of
use your action to see through the beast’s eyes and hear what it magical energy. The wall appears within range and lasts for the
hears, and continue to do so until you use your action to return to duration. You can make a straight wall up to 100 feet long, 20 feet
your normal senses. high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20
feet high, and 5 feet thick. The wall provides three-quarters cover
Bestow Curse 3rd-Level to creatures behind it, and its space is difficult terrain.
When a creature enters the wall’s area for the first time on a turn
Casting Time: 1 action Range: Touch or starts its turn there, the creature must make a Dexterity saving
throw. On a failed save, the creature takes 6d10 slashing damage.
Duration: Concentration, up to 1 minute
On a successful save, the creature takes half as much damage.
You touch a creature, and that creature must succeed on a
Wisdom saving throw or become cursed for the duration of the
spell. When you cast this spell, choose the nature of the curse Bless 1st-Level
from the following options:
Casting Time: 1 action Range: 30 feet
• Choose one ability score. While cursed, the target has
disadvantage on ability checks and saving throws made with that Duration: Concentration, 1 minute
ability score. (a sprinkling of holy water)
• While cursed, the target has disadvantage on attack rolls You bless up to three creatures of your choice within range.
against you. Whenever a target makes an attack roll or a saving throw before
• While cursed, the target must make a Wisdom saving throw at the spell ends, the target can roll a d4 and add the number rolled
the start of each of its turns. If it fails, it wastes its action that to the attack roll or saving throw.
turn doing nothing. At Higher Levels. When you cast this spell using a spell slot of 2nd
• While the target is cursed, your attacks and spells deal an extra level or higher, you can target one additional creature for each slot
1d8 necrotic damage to the target. level above 1st.
A remove curse spell ends this effect. At the GM’s option, you
may choose an alternative curse effect, but it should be no more
powerful than those described above. The GM has final say on Blight 4th-Level
such a curse’s effect.
Casting Time: 1 action Range: 30 feet
At Higher Levels. If you cast this spell using a spell slot of 4th
Duration: Instantaneous
level or higher, the duration is concentration, up to 10 minutes. If
you use a spell slot of 5th level or higher, the duration is 8 hours. If Necromantic energy washes over a creature of your choice that
you use a spell slot of 7th level or higher, the duration is 24 hours. you can see within range, draining moisture and vitality from it.
If you use a 9th level spell slot, the spell lasts until it is dispelled. The target must make a Constitution saving throw. The target
Using a spell slot of 5th level or higher grants a duration that takes 8d8 necrotic damage on a failed save, or half as much
doesn’t require concentration. damage on a successful one. This spell has no effect on undead
or constructs.

Black Tentacles 4th-Level


If you target a plant creature or a magical plant, it makes the
saving throw with disadvantage, and the spell deals maximum
damage to it.
Casting Time: 1 action Range: 90 feet
If you target a nonmagical plant that isn’t a creature, such as a
Duration: Concentration, 1 minute tree or shrub, it doesn’t make a saving throw; it simply withers
(a piece of tentacle from a giant octopus or a giant squid) and dies.
Squirming, ebony tentacles fill a 20-foot square on ground that At Higher Levels. When you cast this spell using a spell slot of 5th
you can see within range. For the duration, these tentacles turn the level or higher, the damage increases by 1d8 for each slot level
ground in the area into difficult terrain. above 4th.
When a creature enters the affected area for the first time on a turn
or starts its turn there, the creature must succeed on a Dexterity
saving throw or take 3d6 bludgeoning damage and be restrained
by the tentacles until the spell ends. A creature that starts its turn
in the area and is already restrained by the tentacles takes 3d6

CORE RULEBOOK | 215


see you. For the duration, any creature has disadvantage on attack
Blindness/Deafness 2nd-Level rolls against you. An attacker is immune to this effect if it doesn’t
rely on sight, as with blindsight, or can see through illusions, as
Casting Time: 1 action Range: 30 feet with true sight.
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can
see within range to make a Constitution saving throw. If it fails, the
Brown Note 1st-Level
target is either blinded or deafened (your choice) for the duration. Casting Time: 1 action Range: 30 feet
At the end of each of its turns, the target can make a Constitution
saving throw. On a success, the spell ends. Duration: Instantaneous

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.

Blood-Lightning Bullet Cantrip Call Lightning 3rd-Level


Casting Time: 1 action Range: Touch
Casting Time: 1 action Range: 120 feet
Duration: Instantaneous
Duration: Concentration, 10 minutes
(firearm)
A storm cloud appears in the shape of a cylinder that is 10 feet
As part of the action used to cast this spell, you must make a tall with a 60-foot radius, centered on a point you can see 100 feet
ranged attack with a weapon against one creature within it’s directly above you. The spell fails if you can’t see a point in the air
normal range, otherwise the spell fails. On a hit, the target suffers where the storm cloud could appear (for example, if you are in a
the attack’s normal effects, and blood-red lightning leaps from the room that can’t accommodate the cloud).
target to a different creature of your choice that you can see within
When you cast the spell, choose a point you can see within range.
5 feet of it. The second creature takes lightning damage equal to
A bolt of lightning flashes down from the cloud to that point. Each
your spellcasting ability modifier.
creature within 5 feet of that point must make a Dexterity saving
At Higher Levels. This spell’s damage increases when you throw. A creature takes 3d10 lightning damage on a failed save, or
reach higher levels. At 5th level, the ammunition deals an extra half as much damage on a successful one. On each of your turns
1d8 lightning damage to the target, and the lightning damage to until the spell ends, you can use your action to call down lightning
the second creature increases to 1d8 + your spellcasting ability in this way again, targeting the same point or a different one.
modifier. Both damage rolls increase by 1d8 at 11th level and 17th
If you are outdoors in stormy conditions when you cast this spell,
level.
the spell gives you control over the existing storm instead of
creating a new one. Under such conditions, the spell’s damage
Blur 2nd-Level increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th
Casting Time: 1 action Range: Self or higher level, the damage increases by 1d10 for each slot level
Duration: Concentration, up to 1 minute above 3rd.

Your body becomes blurred, shifting and wavering to all who can

216 | DARKENERGY ROLEPLAYING GAME


Calm Emotions 2nd-Level assail it with the chill of the grave. On a hit, the target takes 1d8
necrotic damage, and it can’t regain hit points until the start of
Casting Time: 1 action Range: 60 feet your next turn. Until then, the hand clings to the target.

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.

Casting Time: 1 action Range: 150 feet


Duration: Instantaneous Chromatic Wave 6th-Level
You create a bolt of lightning that arcs toward a target of your Casting Time: 1 Action Range: Self
choice that you can see within range. Three bolts then leap from
Duration: Instantaneous
that target to as many as three other targets, each of which must
be within 30 feet of the first target. A target can be a creature or an You charge up and release a wave of magical energy charged with
object and can be targeted by only one of the bolts. either acid, cold, fire, lightning, poison or thunder damage. Each
creature you choose within 30 feet of you must succeed a Dexterity
A target must make a Dexterity saving throw. The target takes
saving throw or take 5d6 damage of one type of your choosing,
10d8 lightning damage on a failed save, or half as much damage
5d6 damage of another type of your choosing, and are stunned
on a successful one.
until the beginning of your next turn. A creature that succeeds the
At Higher Levels. When you cast this spell using a spell slot of 7th saving throw takes half the damage and isn’t stunned.
level or higher, one additional bolt leaps from the first target to
another target for each slot level above 6th.
Circle of Death 6th-Level
Charm Person 1st-Level Casting Time: 1 action Range: 150 feet
Duration: Instantaneous
Casting Time: 1 action Range: 30 feet
A sphere of negative energy ripples out in a 60-foot- radius sphere
Duration: 1 hour
from a point within range. Each creature in that area must make a
You attempt to charm a humanoid you can see within range. It Constitution saving throw. A target takes 8d6 necrotic damage on
must make a Wisdom saving throw, and does so with advantage a failed save, or half as much damage on a successful one.
if you or your companions are fighting it. If it fails the saving
At Higher Levels. When you cast this spell using a spell slot of 7th
throw, it is charmed by you until the spell ends or until you or your
level or higher, the damage increases by 2d6 for each slot level
companions do anything harmful to it. The charmed creature
above 6th.
regards you as a friendly acquaintance. When the spell ends, the
creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd Circle of Power 5th-Level
level or higher, you can target one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other Casting Time: 1 action Range: Self (30-foot radius)
when you target them. Duration: Concentration, up to 10 minutes
Divine energy radiates from you, distorting and diffusing magical
Chill Touch Cantrip energy within 30 feet of you. Until the spell ends, the sphere moves
with you, centered on you. For the duration, each friendly creature
Casting Time: 1 action Range: 120 feet in the area (including you) has advantage on saving throws against
spells and other magical effects.
Duration: 1 round
Additionally, when an affected creature succeeds on a saving
You create a ghostly, skeletal hand in the space of a creature
throw made against a spell or magical effect that allows it to
within range. Make a ranged spell attack against the creature to

CORE RULEBOOK | 217


make a saving throw to take only half damage, it instead takes no
The fog moves 10 feet away from you at the start of each of your
damage if it succeeds on the saving throws.
turns, rolling along the surface of the ground. The vapors, being
heavier than air, sink to the lowest level of the land, even pouring
Clairvoyance 3rd-Level down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th
Casting Time: 10 minutes Range: 1 mile level or higher, the damage increases by 1d8 for each slot level
Duration: Concentration, 10 minutes above 5th.

(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.

Color Spray 1st-Level


Clone 8th-Level
Casting Time: 1 action Range: Self (15-foot cone)
Casting Time: 1 hour Range: Touch
Duration: 1 round
Duration: Instantaneous
A dazzling array of flashing, colored light springs from your hand.
(a diamond worth at least 1,000 Bu and at least 1 cubic inch of Roll 6d10; the total is how many hit points of creatures this spell
flesh of the creature that is to be cloned, which the spell consumes, can effect. Creatures in a 15-foot cone originating from you are
and a vessel worth at least 2,000 Bu that has a sealable lid and affected in ascending order of their current hit points (ignoring
is large enough to hold a Medium creature, such as a huge urn, unconscious creatures and creatures that can’t see).
coffin, mud-filled cyst in the ground, or crystal container filled with
Starting with the creature that has the lowest current hit points,
salt water)
each creature affected by this spell is blinded until the spell ends.
This spell grows an inert duplicate of a living creature as a Subtract each creature’s hit points from the total before moving
safeguard against death. This clone forms inside a sealed vessel on to the creature with the next lowest hit points. A creature’s hit
and grows to full size and maturity after 120 days; you can also points must be equal to or less than the remaining total for that
choose to have the clone be a younger version of the same creature to be affected.
creature. It remains inert and endures indefinitely, as long as its
At Higher Levels. When you cast this spell using a spell slot of 2nd
vessel remains undisturbed.
level or higher, roll an additional 2d10 for each slot level above 1st.
At any time after the clone matures, if the original creature dies,
its soul transfers to the clone, provided that the soul is free and
willing to return. The clone is physically identical to the original Command 1st-Level
and has the same personality, memories, and abilities, but none of
the original’s equipment. The original creature’s physical remains, Casting Time: 1 action Range: 60 feet
if they still exist, become inert and can’t thereafter be restored to Duration: 1 round
life, since the creature’s soul is elsewhere.
You speak a one-word command to a creature you can see within
range. The target must succeed on a Wisdom saving throw or
Cloudkill 5th-Level follow the command on its next turn. The spell has no effect if the
target is undead, if it doesn’t understand your language, or if your
Casting Time: 1 action Range: 120 feet command is directly harmful to it.
Duration: Concentration, 10 minutes Some typical commands and their effects follow. You might issue
a command other than one described here. If you do so, the GM
You create a 20-foot-radius sphere of poisonous, yellow- green
determines how the target behaves. If the target can’t follow your
fog centered on a point you choose within range. The fog spreads
command, the spell ends.
around corners. It lasts for the duration or until strong wind
disperses the fog, ending the spell. Its area is heavily obscured. APPROACH. The target moves toward you by the shortest and
most direct route, ending its turn if it moves within 5 feet of you.
When a creature enters the spell’s area for the first time on a turn
or starts its turn there, that creature must make a Constitution DROP. The target drops whatever it is holding and then ends its
saving throw. The creature takes 5d8 poison damage on a failed turn.
save, or half as much damage on a successful one. Creatures are Flee. The target spends its turn moving away from you by the
affected even if they hold their breath or don’t need to breathe.

218 | DARKENERGY ROLEPLAYING GAME


fastest available means. You attempt to compel a creature into a duel. One creature that
you can see within range must make a Wisdom saving throw.
GROVEL. The target falls prone and then ends its turn.
On a failed save, the creature is drawn to you, compelled by your
HALT. The target doesn’t move and takes no actions. A flying divine demand. For the duration, it has disadvantage on attack
creature stays aloft, provided that it is able to do so. If it must rolls against creatures other than you, and must make a Wisdom
move to stay aloft, it flies the minimum distance needed to remain saving throw each time it attempts to move to a space that is more
in the air. than 30 feet away from you; if it succeeds on this saving throw,
At Higher Levels. When you cast this spell using a spell slot of 2nd this spell doesn’t restrict the target’s movement for that turn.
level or higher, you can affect one additional creature for each slot The spell ends if you attack any other creature, if you cast a spell
level above 1st. The creatures must be within 30 feet of each other that targets a hostile creature other than the target, if a creature
when you target them. friendly to you damages the target or casts a harmful spell on it, or
if you end your turn more than 30 feet away from the target.

Commune (Ritual) 5th-Level


Casting Time: 1 minute Range: Self
Comprehend Languages (Ritual) 1st-Level
Duration: 1 minute Casting Time: 1 action Range: Self

(incense and a vial of holy or unholy water) Duration: 1 hour

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

Cone of Cold 5th-Level


construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice
about any of the following subjects as they relate to the area: Casting Time: 1 action Range: Self (60-foot cone)
• terrain and bodies of water Duration: Instantaneous
• prevalent plants, minerals, animals, or peoples A blast of cold air erupts from your hands. Each creature in a 60-
• powerful celestials, fiends, elementals, or undead foot cone must make a Constitution saving throw. A creature takes
8d8 cold damage on a failed save, or half as much damage on a
• influence from other planes of existence successful one.
• buildings A creature killed by this spell becomes a frozen statue until it
For example, you could determine the location of powerful undead thaws.
in the area, the location of major sources of safe drinking water, At Higher Levels. When you cast this spell using a spell slot of 6th
and the location of any nearby towns. level or higher, the damage increases by 1d8 for each slot level
above 5th.

Compelled Duel 1st-Level


Casting Time: 1 bonus action Range: 30 feet
Duration: Concentration, up to 1 minute

CORE RULEBOOK | 219


Confusion 4th-Level Conjure Barrage 3rd-Level
Casting Time: 1 action Range: 90 feet Casting Time: 1 action Range: Self (60-foot cone)
Duration: Concentration, 1 minute Duration: Instantaneous
This spell assaults and twists creatures’ minds, spawning You throw a nonmagical weapon or fire a piece of nonmagical
delusions and provoking uncontrolled action. Each creature in ammunition into the air to create a cone of identical weapons that
a 10-foot-radius sphere centered on a point you choose within shoot forward and then disappear. Each creature in a 60-foot cone
range must succeed on a Wisdom saving throw when you cast this must succeed on a Dexterity saving throw. A creature takes 3d8
spell or be affected by it. damage on a failed save, or half as much damage on a successful
one. The damage type is the same as that of the weapon or
An affected target can’t take reactions and must roll a d10 at the
ammunition used as a component.
start of each of its turns to determine its behavior for that turn.
d10 Behavior
1 The creature uses all its movement to move in a random direction. Conjure Celestial 7th-Level
To determine the direction, roll a d8 and assign a direction to each
die face. The creature doesn’t take an action this turn. Casting Time: 1 minute Range: 90 feet

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.

Casting Time: 1 action Range: 60 feet


Duration: Concentration, up to 1 hour Conjure Elemental 5th-Level
You summon elemental spirits that take the form of beasts and Casting Time: 1 minute Range: 90 feet
appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears: Duration: Concentration, up to 1 hour

• 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

220 | DARKENERGY ROLEPLAYING GAME


level above 5th.
Conjure Woodland Beings 4th-Level
Conjure Firing Squad (TL 1) 5th-Level Casting Time: 1 action Range: 60 feet
Duration: Concentration, up to 1 hour
Casting Time: 1 Action Range: 90 feet
You summon beast that appear in unoccupied spaces that you
Duration: Instantaneous can see within range. Choose one of the following options for what
(Any piece of nonmagical ammunition) appears:
You fire a piece of nonmagical ammunition from a firearm towards • One beast of challenge rating 2 or lower
a point within range. Choose a number of creatures within 30 • Two beast of challenge rating 1 or lower
feet of the point chosen. For each creature, a set of magical guns
blinks into view, fires at it, and disappears. Make a ranged spell • Four beast of challenge rating 1/2 or lower
attack roll at the creatures chosen. On a hit, the attack deals 6d10 • Eight beast of challenge rating 1/4 or lower
ballistic damage.
A summoned creature disappears when it drops to 0 hit points or
when the spell ends.
Conjure Minor Elementals 4th-Level The summoned creatures are friendly to you and your companions.
Roll initiative for the summoned creatures as a group, which have
Casting Time: 1 minute Range: 90 feet their own turns. They obey any verbal commands that you issue to
Duration: Concentration, up to 1 hour them (no action required by you). If you don’t issue any commands
to them, they defend themselves from hostile creatures, but
You summon elementals that appear in unoccupied spaces that otherwise take no actions.
you can see within range. You choose one the following options
for what appears: The GM has the creatures’ statistics.
• One elemental of challenge rating 2 or lower At Higher Levels. When you cast this spell using certain higher-
level spell slots, you choose one of the summoning options above,
• Two elementals of challenge rating 1 or lower and more creatures appear: twice as many with a 6th-level slot
• Four elementals of challenge rating 1/2 or lower and three times as many with an 8th-level slot.
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to Contact Other Plane (Ritual) 5th-Level
0 hit points or when the spell ends.
Casting Time: 1 minute Range: Self
The summoned creatures are friendly to you and your companions.
Roll initiative for the summoned creatures as a group, which has Duration: 1 minute
its own turns. They obey any verbal commands that you issue to You mentally contact a demigod, the spirit of a long-dead sage,
them (no action required by you). If you don’t issue any commands or some other mysterious entity from another plane. Contacting
to them, they defend themselves from hostile creatures, but this extraplanar intelligence can strain or even break your mind.
otherwise take no actions. When you cast this spell, make a DC 15 Intelligence saving throw.
The GM has the creatures’ statistics. On a failure, you take 6d6 psychic damage and are insane until
you finish a long rest. While insane, you can’t take actions, can’t
At Higher Levels. When you cast this spell using certain higher-
understand what other creatures say, can’t read, and speak only in
level spell slots, you choose one of the summoning options above,
gibberish. A greater restoration spell cast on you ends this effect.
and more creatures appear: twice as many with a 6th-level slot
and three times as many with an 8th-level slot. On a successful save, you can ask the entity up to five questions.
You must ask your questions before the spell ends. The GM answers
each question with one word, such as “yes,” “no,” “maybe,” “never,”
Conjure Volley 5th-Level “irrelevant,” or “unclear” (if the entity doesn’t know the answer to
the question). If a one-word answer would be misleading, the GM
Casting Time: 1 action Range: 150 feet might instead offer a short phrase as an answer.
Duration: Instantaneous
You fire a piece of nonmagical ammunition from a ranged weapon
or throw a nonmagical weapon into the air and choose a point
Contagion 5th-Level
within range. Casting Time: 1 action Range: Touch
Hundreds of duplicates of the ammunition or weapon fall in a Duration: 7 days
volley from above and then disappear. Each creature in a 40-foot-
Your touch inflicts disease. Make a melee spell attack against a
radius. 20-foot-high cylinder centered on that point must make a
creature within your reach. On a hit, you afflict the creature with a
Dexterity saving throw. A creature takes 8d8 damage on a failed
disease of your choice from any of the ones described below.
save, or half as much damage on a successful one. The damage
type is the same as that of the ammunition or weapon. At the end of each of the target’s turns, it must make a Constitution
saving throw. After failing three of these saving throws, the
disease’s effects last for the duration, and the creature stops
making these saves. After succeeding on three of these saving
throws, the creature recovers from the disease, and the spell ends.

CORE RULEBOOK | 221


Since this spell induces a natural disease in its target, any effect
that removes a disease or otherwise ameliorates a disease’s Control Water 4th-Level
effects apply to it.
Casting Time: 1 action Range: 300 feet
BLINDING SICKNESS. Pain grips the creature’s mind, and its
eyes turn milky white. The creature has disadvantage on Wisdom Duration: Concentration, 10 minutes
checks and Wisdom saving throws and is blinded. Until the spell ends, you control any freestanding water inside
FILTH FEVER. A raging fever sweeps through the creature’s body. an area you choose that is a cube up to 100 feet on a side. You
The creature has disadvantage on Strength checks, Strength can choose from any of the following effects when you cast this
saving throws, and attack rolls that use Strength. spell. As an action on your turn, you can repeat the same effect or
choose a different one.
FLESH ROT. The creature’s flesh decays. The creature has
disadvantage on Charisma checks and vulnerability to all damage. FLOOD. You cause the water level of all standing water in the area
to rise by as much as 20 feet. If the area includes a shore, the
MINDFIRE. The creature’s mind becomes feverish. The creature flooding water spills over onto dry land.
has disadvantage on Intelligence checks and Intelligence saving
throws, and the creature behaves as if under the effects of the If you choose an area in a large body of water, you instead create
confusion spell during combat. a 20-foot tall wave that travels from one side of the area to the
other and then crashes down. Any Huge or smaller vehicles in
SEIZURE. The creature is overcome with shaking. The creature the wave’s path are carried with it to the other side. Any Huge or
has disadvantage on Dexterity checks, Dexterity saving throws, smaller vehicles struck by the wave have a 25 percent chance of
and attack rolls that use Dexterity. capsizing.
SLIMY DOOM. The creature begins to bleed uncontrollably. The water level remains elevated until the spell ends or you choose
The creature has disadvantage on Constitution checks and a different effect. If this effect produced a wave, the wave repeats
Constitution saving throws. In addition, whenever the creature on the start of your next turn while the flood effect lasts.
takes damage, it is stunned until the end of its next turn.
PART WATER. You cause water in the area to move apart and
create a trench. The trench extends across the spell’s area, and
Contingency 6th-Level the separated water forms a wall to either side. The trench remains
until the spell ends or you choose a different effect. The water then
Casting Time: 10 minutes Range: Self slowly fills in the trench over the course of the next round until the
normal water level is restored.
Duration: 10 days
REDIRECT FLOW. You cause flowing water in the area to move in a
(a statuette of yourself carved from ivory and decorated with gems
direction you choose, even if the water has to flow over obstacles,
worth at least 1,500 Bu)
up walls, or in other unlikely directions. The water in the area
Choose a spell of 5th level or lower that you can cast, that has a moves as you direct it, but once it moves beyond the spell’s area,
casting time of 1 action, and that can target you. You cast that it resumes its flow based on the terrain conditions. The water
spell—called the contingent spell—as part of casting contingency, continues to move in the direction you chose until the spell ends
expending spell slots for both, but the contingent spell doesn’t or you choose a different effect.
come into effect. Instead, it takes effect when a certain
WHIRLPOOL. This effect requires a body of water at least 50 feet
circumstance occurs. You describe that circumstance when you
square and 25 feet deep. You cause a whirlpool to form in the
cast the two spells. For example, a contingency cast with water
center of the area. The whirlpool forms a vortex that is 5 feet wide
breathing might stipulate that water breathing comes into effect
at the base, up to 50 feet wide at the top, and 25 feet tall. Any
when you are engulfed in water or a similar liquid.
creature or object in the water and within 25 feet of the vortex is
The contingent spell takes effect immediately after the pulled 10 feet toward it. A creature can swim away from the vortex
circumstance is met for the first time, whether or not you want it by making a Strength (Athletics) check against your spell save DC.
to and then contingency ends.
When a creature enters the vortex for the first time on a turn or
The contingent spell takes effect only on you, even if it can normally starts its turn there, it must make a Strength saving throw. On a
target others. You can use only one contingency spell at a time. If failed save, the creature takes 2d8 bludgeoning damage and is
you cast this spell again, the effect of another contingency spell on caught in the vortex until the spell ends. On a successful save,
you ends. Also, contingency ends on you if its material component the creature takes half damage, and isn’t caught in the vortex.
is ever not on your person. A creature caught in the vortex can use its action to try to swim
away from the vortex as described above, but has disadvantage
on the Strength (Athletics) check to do so.
Continual Flame 2nd-Level The first time each turn that an object enters the vortex, the object
Casting Time: 1 action Range: Touch takes 2d8 bludgeoning damage; this damage occurs each round it
remains in the vortex.
Duration: Until dispelled

Control Weather 8th-Level


A flame, equivalent in brightness to a torch, springs forth from an
object that you touch. The effect looks like a regular flame, but it
creates no heat and doesn’t use oxygen. A continual flame can be
covered or hidden but not smothered or quenched. Casting Time: 10 minutes Range: Self (5-mile radius)
Duration: Concentration, up to 8 hours
(burning incense and bits of earth and wood mixed in water)

222 | DARKENERGY ROLEPLAYING GAME


You take control of the weather within 5 miles of you for the
duration. You must be outdoors to cast this spell. Moving to a
Create or Destroy Water 6th-Level
place where you don’t have a clear path to the sky ends the spell Casting Time: 1 action Range: 30 feet
early.
Duration: Instantaneous
When you cast the spell, you change the current weather
conditions, which are determined by the GM based on the climate (a drop of water if creating water or a few grains of sand if
and season. You can change precipitation, temperature, and wind. destroying it)
It takes 1d4 x 10 minutes for the new conditions to take effect. You either create or destroy water.
Once they do so, you can change the conditions again. When the
spell ends, the weather gradually returns to normal. CREATE WATER. You create up to 10 gallons of clean water within
range in an open container. Alternatively, the water falls as rain in
When you change the weather conditions, find a current condition a 30-foot cube within range, extinguishing exposed flames in the
on the following tables and change its stage by one, up or down. area.
When changing the wind, you can change its direction.
DESTROY WATER. You destroy up to 10 gallons of water in an
open container within range. Alternatively, you destroy fog in a 30-
Cordon of Arrows 2nd-Level foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of
Casting Time: 1 action Range: 5 feet 2nd level or higher, you create or destroy 10 additional gallons of
Duration: 8 hours water, or the size of the cube increases by 5 feet, for each slot level
above 1st.
You plant four pieces of nonmagical ammunition – arrows or
crossbow bolts – in the ground within range and lay magic upon
them to protect an area. Create Undead 6th-Level
Until the spell ends, whenever a creature other than you comes
within 30 feet of the ammunition for the first time on a turn or ends Casting Time: 1 minute Range: 10 feet
its turn there, one piece of ammunition flies up to strike it. The Duration: Instantaneous
creature must succeed on a Dexterity saving throw or take 1d6
piercing damage. The piece of ammunition is then destroyed. The (one clay pot filled with grave dirt, one clay pot filled with brackish
spell ends when no ammunition remains. water, and one 150 Bu black onyx stone for each corpse)

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.

CORE RULEBOOK | 223


is broken or because you decide to end it on your turn, the bead
Creation 5th-Level breaks apart and lets out an ice storm that flash freezes anything
near it and spreads around corners. Each creature within a
Casting Time: 1 minute Range: 30 feet 20 foot radius sphere centered on the point must succeed a
Duration: Special Constitution saving throw. A creature takes cold damage equal to
the accumulated damage and is paralyzed for a number of rounds
(a tiny piece of matter of the same type of the item you plan to equal to the accumulated number on a failed save. If a creature
create) succeeds the save, it takes half the damage and is not paralyzed.
You pull wisps of shadow material from darkmatter to create a A creature can remake the Constitution saving throw at the end of
nonliving object of vegetable matter within range: soft goods, each of its subsequent turns in order to end the paralysis.
rope, wood, or something similar. You can also use this spell to This spell’s base damage is 8d6 and it’s base paralysis time is 1
create mineral objects such as stone, crystal, or metal. The object round. If at the end of your turn the bead has not yet detonated, the
created must be no larger than a 5-foot cube, and the object must damage increases by 1d6 and the paralysis increases by 1 round.
be of a form and material that you have seen before.
If the glowing bead is touched before the interval has expired, the
The duration depends on the object’s material. If the object is creature touching it must make a Dexterity saving throw. On a failed
composed of multiple materials, use the shortest duration. save, the spell ends immediately, causing the bead to explode in a
Using any material created by this spell as another spell’s material freezing storm of ice. On a successful save, the creature can throw
component causes that spell to fail. the bead up to 40 feet. When it strikes a creature or a solid object,
the spell ends, and the bead explodes. The cold freezes objects in
At Higher Levels. When you cast this spell using a spell slot of
the area and puts out nonmagical flames.
6th level or higher, the cube increases by 5 feet for each slot level
above 5th.
Cryostasis (TL 1) 2nd-Level
Crown of Madness 2nd-Level Casting Time: 1 action Range: 30 feet
Casting Time: 1 action Range: 120 feet Duration: Instantaneous
Duration: Concentration, up to 1 minute You choose one creature within range. You close your fist and flash
freeze the air around them in an attempt to lock their joints up and
One humanoid of your choice that you can see within range must
freeze them in place. The creature must succeed a Constitution
succeed on a Wisdom saving throw or become charmed by you
saving throw. On a failed save, it takes 2d6 cold damage and has
for the duration. While the target is charmed in this way, a twisted
its movement speed reduced to 0 for 1 minute. At the end of each
crown of jagged iron appears on its head, and a madness glows
of its subsequent turns, the creature can remake the saving throw
in its eyes.
in order to end the spell’s effects on itself.
The charmed target must use its action before moving on each
At Higher Levels. When you cast this spell using a spell slot of 3rd
of its turns to make a melee attack against a creature other than
level or higher, increase the damage by 1d6 for every level you cast
itself that you mentally choose. The target can act normally on its
it higher than 2nd.
turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain
control over the target, or the spell ends. Also, the target can Cure Wounds 1st-Level
make a Wisdom saving throw at the end of each of its turns. On a
success, the spell ends. Casting Time: 1 action Range: Touch
Duration: Instantaneous
Crusader’s Mantle 3rd-Level A creature you touch regains a number of hit points equal to 1d8
+ your spellcasting ability modifier. This spell has no effect on
Casting Time: 1 Action Range: Self undead or constructs.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the healing increases by
Holy power radiates from you in an aura with a 30-foot radius,
awakening boldness in friendly creatures. Until the spell ends, 1d8 for each slot level above 1st.
the aura moves with you, centered on you. While in the aura, each

D
non-hostile creature in the aura (including you) deals an extra 1d4
radiant damage when it hits with a weapon attack.

Cryobomb (TL 1) 8th-Level Dancing Lights Cantrip


Casting Time: 1 Action Range: 120 feet
Casting Time: 1 action Range: 120 feet
Duration: Concentration, 1 minute
Duration: Concentration, 1 minute
(A piece of dry ice and silver powder worth 25 Bu)
You create up to four torch-sized lights within range, making them
A glowing bead of ice forms from your finger and shoots out to appear as torches, lanterns, or glowing orbs that hover in the air
a point within range, where it remains and grows colder for the for the duration. You can also combine the four lights into one
duration. When the spell ends, either because your concentration glowing vaguely humanoid form of Medium size. Whichever form

224 | DARKENERGY ROLEPLAYING GAME


you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to
Data Download (TL 1) 2nd-Level
60 feet to a new spot within range. A light must be within 20 feet Casting Time: 1 action Range: Touch
of another light created by this spell, and a light winks out if it
exceeds the spell’s range. Duration: Concentration, up to 1 minute
You run your finger over any machine-readable data source (a

Daring Ditty Cantrip


barcode, a computer disk, a USB drive, or any similar record) to
understand the content of the data. You experience the data as it
would normally be experienced through an appropriate machine.
Casting Time: 1 action Range: 60 feet For example, if reading a USB with music, you hear the music
Duration: 1 minute. in your head. If reading a word processor file, you visualize and
read an image of the page. If reading a barcode, you see the serial
(Musical instrument)
number, pricing information, or other barcoded data.
You play or sing a quick little ditty for you or a single ally you can
The amount of time required to experience the data is the same
see within range. This spell appears as but a song unless a creature
as that required to read it by conventional means. You can
makes a Wisdom (Perception) check to recognize otherwise, the
normally read 2 pages of documents in 1 minute. This spell does
DC of which is determined by your spell save DC. You invigorate
not decode encrypted data. Without the encryption code, an
your ally and give them the ability to use one the following benefits
encrypted document or file appears as a seemingly random string
for 1 minute. Once an ability is used, this spell’s effects end.
of characters. If you know the encryption code, however, you can
The creature’s movement speed is doubled for one movement read encrypted data normally with this spell.
action.
At Higher Levels: When you cast this spell using a spell slot of 3rd
The creature gets advantage on one saving throw to resist being or 4th level, you can maintain your concentration on the spell for
charmed, frightened or put to sleep. 10 minutes. When you use a spell slot of 5th level or higher, you
The creature gets advantage on a Death saving throw. can maintain your concentration on the spell for 1 hour.

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.

Casting Time: 1 action Range: 60 feet


Duration: Concentration, 10 minutes
Daylight 3rd-Level
Magical darkness spreads from a point you choose within range to Casting Time: 1 action Range: 60 feet
fill a 15-foot-radius sphere for the duration. The darkness spreads Duration: 1 hour
around corners. A creature with darkvision can’t see through this
A 60-foot-radius sphere of light spreads out from a point you
darkness, and nonmagical light can’t illuminate it.
choose within range. The sphere is bright light and sheds dim light
If the point you choose is on an object you are holding or one for an additional 60 feet.
that isn’t being worn or carried, the darkness emanates from the
If you chose a point on an object you are holding or one that isn’t
object and moves with it. Completely covering the source of the
being worn or carried, the light shines from the object and moves
darkness with an opaque object, such as a bowl or a helm, blocks
with it. Completely covering the affected object with an opaque
the darkness.
object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of light created
If any of this spell’s area overlaps with an area of darkness created
by a spell of 2nd level or lower, the spell that created the light is
by a spell of 3rd level or lower, the spell that created the darkness
dispelled.
is dispelled.

Darkvision 2nd-Level Death Ward 4th-Level


Casting Time: 1 action Range: Touch
Casting Time: 1 action Range: Touch
Duration: 8 hours
Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark.
You touch a creature and grant it a measure of protection from
For the duration, that creature has darkvision out to a range of 60
death.
feet.
The first time the target would drop to 0 hit points as a result of
taking damage, the target instead drops to 1 hit point, and the spell
ends.

CORE RULEBOOK | 225


If the spell is still in effect when the target is subjected to an effect
have the shadowy door connect to a demiplane you created with a
that would kill it instantaneously without dealing damage, that
previous casting of this spell. Additionally, if you know the Nature
effect is instead negated against the target, and the spell ends.
and contents of a demiplane created by a casting of this spell by
another creature, you can have the shadowy door connect to its
Delayed Blast Fireball 7th-Level demiplane instead.

Casting Time: 1 action Range: 150 feet


Detect Good and Evil 1st-Level
Duration: Concentration, 1 minute
A beam of yellow light flashes from your pointing finger, then Casting Time: 1 action Range: Self
condenses to linger at a chosen point within range as a glowing Duration: Concentration, 10 minutes
bead for the duration. When the spell ends, either because your
For the duration, you know if there is an aberration, celestial,
concentration is broken or because you decide to end it, the bead
elemental, fiend, or undead within 30 feet of you, as well as where
blossoms with a low roar into an explosion of flame that spreads
the creature is located. Similarly, you know if there is a place or
around corners. Each creature in a 20-foot-radius sphere centered
object within 30 feet of you that has been magically consecrated
on that point must make a Dexterity saving throw. A creature takes
or desecrated.
fire damage equal to the total accumulated damage on a failed
save, or half as much damage on a successful one. The spell can penetrate most barriers, but it is blocked by 1 foot
of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
The spell’s base damage is 12d6. If at the end of your turn the
wood or dirt.
bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the
creature touching it must make a Dexterity saving throw. On a Detect Magic (Ritual) 1st-Level
failed save, the spell ends immediately, causing the bead to erupt
in flame. On a successful save, the creature can throw the bead Casting Time: 1 action Range: Self
up to 40 feet. When it strikes a creature or a solid object, the spell Duration: Concentration, 10 minutes
ends, and the bead explodes.
For the duration, you sense the presence of magic within 30 feet of
The fire damages objects in the area and ignites flammable you. If you sense magic in this way, you can use your action to see
objects that aren’t being worn or carried. a faint aura around any visible creature or object in the area that
At Higher Levels. When you cast this spell using a spell slot of 8th bears magic, and you learn its school of magic, if any.
level or higher, the base damage increases by 1d6 for each slot The spell can penetrate most barriers, but it is blocked by 1 foot
level above 7th. of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt.

Delayed Chromatic Blast 1st-Level


Casting Time: 1 action Range: 90 feet
Detect Poison and Disease (Ritual) 1st-Level
Duration: 1 Round Casting Time: 1 action Range: Self
You hurl a 3 inch diameter sphere at a space of your choice within Duration: Concentration, 10 minutes
range, imbued with either acid, cold, fire, lightning, poison or For the duration, you can sense the presence and location of
thunder energy. It explodes into a 10 foot radius sphere around poisons, poisonous creatures, and diseases within 30 feet of
the point at the start of your next turn. Anyone within the sphere you. You also identify the kind of poison, poisonous creature, or
must make a Dexterity Saving Throw or take 2d8 damage of the disease in each case.
type you choose, and half as much damage on a successful save.
The spell can penetrate most barriers, but it is blocked by 1 foot
At Higher Levels. When you cast this spell using a spell slot of 2nd of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
level or higher, the damage increases by 1d8 for each slot level wood or dirt.
above 1st.

Demiplane 8th-Level Detect Thoughts 2nd-Level


Casting Time: 1 action Range: Self
Casting Time: 1 action Range: 60 feet
Duration: Concentration, 1 minute
Duration: 1 hour
For the duration, you can read the thoughts of certain creatures.
You create a shadowy door on a flat solid surface that you can see When you cast the spell and as your action on each turn until
within range. The door is large enough to allow Medium creatures the spell ends, you can focus your mind on any one creature that
to pass through unhindered. When opened, the door leads to you can see within 30 feet of you. If the creature you choose has
a demiplane that appears to be an empty room 30 feet in each an Intelligence of 3 or lower or doesn’t speak any language, the
dimension, made of wood or stone. When the spell ends, the door creature is unaffected.
disappears, and any creatures or Objects inside the demiplane
remain trapped there, as the door also disappears from the other You initially learn the surface thoughts of the creature—what is
side. most on its mind in that moment. As an action, you can either shift
your attention to another creature’s thoughts or attempt to probe
Each time you cast this spell, you can create a new demiplane, or deeper into the same creature’s mind. If you probe deeper, the

226 | DARKENERGY ROLEPLAYING GAME


target must make a Wisdom saving throw. If it fails, you gain insight the same basic arrangement of limbs. Otherwise, the extent of the
into its reasoning (if any), its emotional state, and something that illusion is up to you.
looms large in its mind (such as something it worries over, loves, The changes wrought by this spell fail to hold up to physical
or hates). If it succeeds, the spell ends. Either way, the target inspection. For example, if you use this spell to add a hat to your
knows that you are probing into its mind, and unless you shift your outfit, objects pass through the hat, and anyone who touches it
attention to another creature’s thoughts, the creature can use its would feel nothing or would feel your head and hair. If you use
action on its turn to make an Intelligence check contested by your this spell to appear thinner than you are, the hand of someone
Intelligence check; if it succeeds, the spell ends. who reaches out to touch you would bump into you while it was
Questions verbally directed at the target creature naturally shape seemingly still in midair.
the course of its thoughts, so this spell is particularly effective as To discern that you are disguised, a creature can use its action
part of an interrogation. to inspect your appearance and must succeed on an Intelligence
You can also use this spell to detect the presence of thinking (Investigation) check against your spell save DC.
creatures you can’t see. When you cast the spell or as your action
during the duration, you can search for thoughts within 30 feet of
you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of Disintegrate 6th-Level
any metal other than lead, or a thin sheet of lead blocks you. You
can’t detect a creature with an Intelligence of 3 or lower or one that Casting Time: 1 action Range: 60 feet
doesn’t speak any language. Duration: Instantaneous
Once you detect the presence of a creature in this way, you can (a lodestone and a pinch of dust)
read its thoughts for the rest of the duration as described above,
even if you can’t see it, but it must still be within range. A thin green ray springs from your pointing finger to a target that
you can see within range. The target can be a creature, an object,
or a creation of magical force, such as the wall created by wall of
Device Access (TL 1) 1st-Level force.
A creature targeted by this spell must make a Dexterity saving
Casting Time: 1 action Range: 120 feet throw. On a failed save, the target takes 10d6 + 40 force damage.
Duration: 10 minutes If this damage reduces the target to 0 hit points, it is disintegrated.
You can use any electronic device within range as if you were A disintegrated creature and everything it is wearing and carrying,
holding it in your hands. This is not telekinetic. You are able to except magic items, are reduced to a pile of fine gray dust. The
manipulate a device just as a person would manually. You can creature can be restored to life only by means of a true resurrection
only access one device at a time. or a wish spell.
This spell automatically disintegrates a Large or smaller

Dimension Door 4th-Level


nonmagical object or a creation of magical force. If the target is a
Huge or larger object or creation of force, this spell disintegrates a
10-foot-cube portion of it. A magic item is unaffected by this spell.
Casting Time: 1 action Range: 500 feet
At Higher Levels. When you cast this spell using a spell slot of 7th
Duration: Instantaneous level or higher, the damage increases by 3d6 for each slot level
You teleport yourself from your current location to any other spot above 6th.
within range. You arrive at exactly the spot desired. It can be a
place you can see, one you can visualize, or one you can describe
by stating distance and direction, such as “200 feet straight Dispel Evil and Good 5th-Level
downward” or “upward to the northwest at a 45-degree angle, 300
feet.” Casting Time: 1 action Range: Self
You can bring along objects as long as their weight doesn’t exceed Duration: Concentration, 1 minute
what you can carry. You can also bring one willing creature of your (holy water or powdered silver and iron)
size or smaller. The creature must be within 5 feet of you when you
cast this spell. Shimmering energy surrounds and protects you from undead,
and creatures originating from beyond the Material Plane. For
If you would arrive in a place already occupied by an object or a the duration, celestials, elementals, fiends, and undead have
creature, you and any creature traveling with you each take 4d6 disadvantage on attack rolls against you.
force damage, and the spell fails to teleport you.
You can end the spell early by using either of the following special
functions.
Disguise Self 1st-Level BREAK ENCHANTMENT. As your action, you touch a creature you
can reach that is charmed, frightened, or possessed by a celestial,
Casting Time: 1 action Range: Self an elemental, a fiend, or an undead. The creature you touch is no
Duration: 1 hour longer charmed, frightened, or possessed by such creatures.
You make yourself—including your clothing, armor, weapons, and DISMISSAL. As your action, make a melee spell attack against a
other belongings on your person—look different until the spell celestial, an elemental, a fiend, or an undead you can reach. On
ends or until you use your action to dismiss it. You can seem 1 a hit, you attempt to drive the creature back to its home plane.
foot shorter or taller and can appear thin, fat, or in between. You The creature must succeed on a Charisma saving throw or be sent
can’t change your body type, so you must adopt a form that has back to its home plane (if it isn’t there already). If they aren’t on

CORE RULEBOOK | 227


their home plane, undead are sent to the Underworld.
Divine Bullet (TL 1) 3rd-Level
Dispel Magic 3rd-Level Casting Time: 1 bonus action Range: Self
Duration: Concentration, up to 1 minute
Casting Time: 1 action Range: 120 feet
The next time you make a ranged weapon attack during the spell’s
Duration: Instantaneous duration, the weapon’s ammunition, or the weapon itself if it’s a
Choose one creature, object, or magical effect within range. Any thrown weapon, gathers an explosive divine energy around it. Make
spell of 3rd level or lower on the target ends. For each spell of the attack roll as normal. The target takes 4d8 radiant damage on
4th level or higher on the target, make an ability check using your a hit, or half as much damage on a miss, instead of the weapon’s
spellcasting ability. The normal damage. Whether you hit or miss, each creature within 10
feet of the target must make a Constitution saving throw. Each of
DC equals 10 + the spell’s level. On a successful check, the spell
these creatures takes 2d8 radiant damage on a failed save, or half
ends.
as much damage on a successful one. The piece of ammunition or
At Higher Levels. When you cast this spell using a spell slot of 4th weapon then returns to its normal form.
level or higher, you automatically end the effects of a spell on the
At Higher Levels. When you cast this spell using a spell slot of 4th
target if the spell’s level is equal to or less than the level of the
level or higher, the damage for both effects of the spell increases
spell slot you used.
by 1d8 for each slot level above 3rd.

Dissonant Whispers 1st-Level Divine Favor 1st-Level


Casting Time: 1 action Range: 60 feet
Casting Time: 1 bonus action Range: Self
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You whisper a discordant melody that only one creature of your
Your prayer empowers you with divine radiance. Until the spell
choice within range can hear, wracking it with terrible pain. The
ends, your weapon attacks deal an extra 1d4 radiant damage on
target must make a Wisdom saving throw. On a failed save, it
a hit.
takes 3d6 psychic damage and must immediately use its reaction,
if available, to move as far as its speed allows away from you. The
creature doesn’t move into obviously dangerous ground, such as
a fire or a pit. On a successful save, the target takes half as much
Divine Word 7th-Level
damage and doesn’t have to move away. A deafened creature Casting Time: 1 bonus action Range: 30 feet
automatically succeeds on the save.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level You utter a divine word, imbued with the power that shaped the
above 1st. world at the dawn of creation. Choose any number of creatures
you can see within range. Each creature that can hear you must
make a Charisma saving throw. On a failed save, a creature suffers
Divination (Ritual) 4th-Level an effect based on its current hit points:
• 50 hit points or fewer: deafened for 1 minute
Casting Time: 1 action Range: Self
• 40 hit points or fewer: deafened and blinded for 10 min
Duration: Instantaneous
• 30 hit points or fewer: blinded, deafened, and stunned
(incense and a sacrificial offering appropriate to your religion,
together worth at least 25 Bu, which the spell consumes) for 1 hour
Your magic and an offering put you in contact with a god or a god’s • 20 hit points or fewer: killed instantly
servants. You ask a single question concerning a specific goal, Regardless of its current hit points, a celestial, an elemental or a
event, or activity to occur within 7 days. The GM offers a truthful fiend that fails its save is forced back to its plane of origin (if it isn’t
reply. The reply might be a short phrase, a cryptic rhyme, or an there already) and can’t return to your current plane for 24 hours
omen. The spell doesn’t consider any possible circumstances by any means short of a wish spell.
that might change the outcome, such as the casting of additional
spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next Dominate Beast 4th-Level
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 Casting Time: 1 action Range: 60 feet
roll in secret. Duration: Concentration, up to 1 minute
You attempt to beguile a beast that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for
the duration. If you or creatures that are friendly to you are fighting
it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as
long as the two of you are on the same plane of existence. You can

228 | DARKENERGY ROLEPLAYING GAME


use this telepathic link to issue commands to the creature while use this telepathic link to issue commands to the creature while
you are conscious (no action required), which it does its best to you are conscious (no action required), which it does its best to
obey. You can specify a simple and general course of action, such obey. You can specify a simple and general course of action, such
as “Attack that creature,” “Run over there,” or “Fetch that object.” as “Attack that creature,” “Run over there,” or “Fetch that object.”
If the creature completes the order and doesn’t receive further If the creature completes the order and doesn’t receive further
direction from you, it defends and preserves itself to the best of direction from you, it defends and preserves itself to the best of
its ability. its ability.
You can use your action to take total and precise control of the You can use your action to take total and precise control of the
target. Until the end of your next turn, the creature takes only the target. Until the end of your next turn, the creature takes only the
actions you choose, and doesn’t do anything that you don’t allow actions you choose, and doesn’t do anything that you don’t allow
it to do. During this time, you can also cause the creature to use it to do. During this time you can also cause the creature to use
a reaction, but this requires you to use your own reaction as well. a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving Each time the target takes damage, it makes a new Wisdom saving
throw against the spell. If the saving throw succeeds, the spell throw against the spell. If the saving throw succeeds, the spell
ends. ends.
At Higher Levels. When you cast this spell with a 5th-level spell At Higher Levels. When you cast this spell using a 6th-level spell
slot, the duration is concentration, up to 10 minutes. When you slot, the duration is concentration, up to 10 minutes. When you
use a 6th-level spell slot, the duration is concentration, up to 1 use a 7th-level spell slot, the duration is concentration, up to 1
hour. When you use a spell slot of 7th level or higher, the duration hour. When you use a spell slot of 8th level or higher, the duration
is concentration, up to 8 hours. is concentration, up to 8 hours.

Dominate Monster 8th-Level Dream 5th-Level


Casting Time: 1 action Range: 60 feet Casting Time: 1 minute Range: Special
Duration: Concentration, up to 1 hour Duration: 8 hours
You attempt to beguile a creature that you can see within range. It (a handful of sand, a dab of ink, and a writing quill plucked from a
must succeed on a Wisdom saving throw or be charmed by you for sleeping bird)
the duration. If you or creatures that are friendly to you are fighting This spell shapes a creature’s dreams. Choose a creature known
it, it has advantage on the saving throw. to you as the target of this spell. The target must be on the same
While the creature is charmed, you have a telepathic link with it as plane of existence as you. Creatures that don’t sleep, such as
long as the two of you are on the same plane of existence. You can elves, can’t be contacted by this spell. You, or a willing creature
use this telepathic link to issue commands to the creature while you touch, enters a trance state, acting as a messenger. While in
you are conscious (no action required), which it does its best to the trance, the messenger is aware of his or her surroundings, but
obey. You can specify a simple and general course of action, such can’t take actions or move.
as “Attack that creature,” “Run over there,” or “Fetch that object.” If the target is asleep, the messenger appears in the target’s
If the creature completes the order and doesn’t receive further dreams and can converse with the target as long as it remains
direction from you, it defends and preserves itself to the best of asleep, through the duration of the spell. The messenger can also
its ability. shape the environment of the dream, creating landscapes, objects,
You can use your action to take total and precise control of the and other images. The messenger can emerge from the trance at
target. Until the end of your next turn, the creature takes only the any time, ending the effect of the spell early. The target recalls the
actions you choose, and doesn’t do anything that you don’t allow dream perfectly upon waking. If the target is awake when you cast
it to do. During this time, you can also cause the creature to use the spell, the messenger knows it, and can either end the trance
a reaction, but this requires you to use your own reaction as well. (and the spell) or wait for the target to fall asleep, at which point
the messenger appears in the target’s dreams.
Each time the target takes damage, it makes a new Wisdom saving
throw against the spell. If the saving throw succeeds, the spell You can make the messenger appear monstrous and terrifying
ends. to the target. If you do, the messenger can deliver a message
of no more than ten words and then the target must make a
At Higher Levels. When you cast this spell with a 9th-level spell
Wisdom saving throw. On a failed save, echoes of the phantasmal
slot, the duration is concentration, up to 8 hours.
monstrosity spawn a nightmare that lasts the duration of the
target’s sleep and prevents the target from gaining any benefit
Dominate Person 5th-Level from that rest. In addition, when the target wakes up, it takes 3d6
psychic damage.
Casting Time: 1 action Range: 60 feet If you have a body part, lock of hair, clipping from a nail, or similar
Duration: Concentration, up to 1 minute portion of the target’s body, the target makes its saving throw with
disadvantage.
You attempt to beguile a humanoid that you can see within range.
It must succeed on a Wisdom saving throw or be charmed by you
for the duration. If you or creatures that are friendly to you are
fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as
long as the two of you are on the same plane of existence. You can

CORE RULEBOOK | 229


FISSURES. Fissures open throughout the spell’s area at the start of
Drop Shield 4th-Level your next turn after you cast the spell. A total of 1d6 such fissures
open in locations chosen by the GM. Each is 1d10 x 10 feet deep,
Casting Time: 1 Action Range: Self 10 feet wide, and extends from one edge of the spell’s area to the
Duration: Concentration, up to 1 minute opposite side.
You create a soothing shield in a 10 foot radius sphere that A creature standing on a spot where a fissure opens must succeed
heals the wounds of allies within it’s boundaries. The shield’s hit on a Dexterity saving throw or fall in. A creature that successfully
points are equal to (your caster level) x 5 and has an AC of 15. All saves moves with the fissure’s edge as it opens.
creatures can enter and exit the shield freely. A fissure that opens beneath a structure causes it to automatically
Creatures friendly to you that start their turn within the shield or collapse (see below).
enter it’s area for the first time regain d6 + your spellcasting ability STRUCTURES. The tremor deals 50 bludgeoning damage to any
modifier hit points. Attacks and spells cannot be cast from within structure in contact with the ground in the area when you cast
the shield at enemies outside of the shield, or vice versa, but can the spell and at the start of each of your turns until the spell ends.
target the shield itself. If the shield’s hit points are reduced to 0, If a structure drops to 0 hit points, it collapses and potentially
spell ends. damages nearby creatures. A creature within half the distance of a
structure’s height must make a Dexterity saving throw. On a failed

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.

Electrical Extension (TL 1) Cantrip


E Casting Time: 1 action Range: Touch
Duration: 1 hour
Earthquake 8th-Level You lengthen an electrical cord that you can touch by up to 15 ft.
This spell lasts for 1 hour or until you cast this spell again.
Casting Time: 1 action Range: 500 feet

Elemental Bullets (TL 1) 3rd-Level


Duration: Concentration, 1 minute
(a pinch of dirt, a piece of rock, and a lump of clay)
You create a seismic disturbance at a point on the ground that Casting Time: 1 Action Range: Self
you can see within range. For the duration, an intense tremor rips Duration: Instantaneous
through the ground in a 100-foot-radius circle centered on that
point and shakes creatures and structures in contact with the (pieces of nonmagical ammunition)
ground in that area. You infuse a number of pieces of mundane ammunition equal to
The ground in the area becomes difficult terrain. Each creature on your spellcasting ability modifier with a single element of your
the ground that is concentrating must make a Constitution saving choice. Choose from fire, cold, lightning, acid, poison, or thunder.
throw. On a failed save, the creature’s concentration is broken. These bullets now deal an extra 2d6 of the chosen type of damage
if the round hits.
When you cast this spell and at the end of each turn you spend
concentrating on it, each creature on the ground in the area must
make a Dexterity saving throw. On a failed save, the creature is
knocked prone.
This spell can have additional effects depending on the terrain in
the area, as determined by the GM.

230 | DARKENERGY ROLEPLAYING GAME


one category—from Medium to Large, for example. If there isn’t
E.M.P. (TL 1) 5th-Level enough room for the target to double its size, the creature or object
attains the maximum possible size in the space available.
Casting Time: 1 action Range: 120 feet
Until the spell ends, the target also has advantage on Strength
Duration: Concentration, up to 1 minute checks and Strength saving throws. The target’s weapons also
This spell produces an electromagnetic pulse that radiates from grow to match its new size. While these weapons are enlarged, the
the caster. All electronic devices within range are shut down for target’s attacks with them deal 1d4 extra damage.
the duration of the spell. REDUCE. The target’s size is halved in all dimensions, and
its weight is reduced to one-eighth of normal. This reduction

Enchanted ID (TL 1) Cantrip


decreases its size by one category—from Medium to Small, for
example. Until the spell ends, the target also has disadvantage
on Strength checks and Strength saving throws. The target’s
Casting Time: 1 action Range: Touch weapons also shrink to match its new size. While these weapons
Duration: Concentration, up to 1 minute are reduced, the target’s attacks with them deal 1d4 less damage
(this can’t reduce the damage below 1).
You touch a small card or slip of paper appear to be a valid
identification card of your choosing. The card bears your name,
likeness, and all other data expected by anyone examining such
a card. However, it is only visually accurate and does not contain
Ensnaring Strike 1st-Level
any valid machine-readable data or electronic coding. You cannot Casting Time: 1 bonus action Range: Self
use this spell to make an electronic passkey.
Duration: Concentration, up to 1 minute

Enhance Ability 2nd-Level


The next time you hit a creature with a weapon attack before this
spell ends, a writhing mass of thorny vines appears at the point of
impact, and the target must succeed on a Strength saving throw
Casting Time: 1 action Range: Touch or be restrained by the magical vines until the spell ends. A Large
Duration: Concentration, up to 1 hour or larger creature has advantage on this saving throw. If the target
succeeds on the save, the vines shrivel away.
You touch a creature and bestow upon it a magical enhancement.
Choose one of the following effects; the target gains that effect While restrained by this spell, the target takes 1d6 piercing
until the spell ends. damage at the start of each of its turns. A creature restrained by
the vines or one that can touch the creature can use its action to
BEAR’S ENDURANCE. The target has advantage on Constitution
make a Strength check against your spell save DC. On a success,
checks. It also gains 2d6 temporary hit points, which are lost when
the target is freed.
the spell ends.
At Higher Levels. If you cast this spell using a spell slot of 2nd
BULL’S STRENGTH. The target has advantage on Strength checks.
level or higher, the damage increases by 1d6 for each slot level
CAT’S GRACE. The target has advantage on Dexterity checks. above 1st.
It also doesn’t take damage from falling 20 feet or less if it isn’t
incapacitated.
EAGLE’S SPLENDOR. The target has advantage on Charisma Entangle 1st-Level
checks.
Casting Time: 1 action Range: 90 feet
FOX’S CUNNING. The target has advantage on Intelligence checks.
Duration: Concentration, up to 1 minute
OWL’S WISDOM. The target has advantage on Wisdom checks.
Grasping weeds and vines sprout from the ground in a 20-foot
At Higher Levels. When you cast this spell using a spell slot of 3rd square starting from a point within range. For the duration, these
level or higher, you can target one additional creature for each slot plants turn the ground in the area into difficult terrain.
level above 2nd.
A creature in the area when you cast the spell must succeed on
a Strength saving throw or be restrained by the entangling plants
Enlarge/Reduce 2nd-Level until the spell ends. A creature restrained by the plants can use its
action to make a Strength check against your spell save DC. On a
Casting Time: 1 action Range: 30 feet success, it frees itself.

Duration: Concentration, 1 minute When the spell ends, the conjured plants wilt away.

You cause a creature or an object you can see within range to


grow larger or smaller for the duration. Choose either a creature or Enthrall 2nd-Level
an object that is neither worn nor carried. If the target is unwilling,
it can make a Constitution saving throw. On a success, the spell Casting Time: 1 action Range: 60 feet
has no effect.
Duration: 1 minute
If the target is a creature, everything it is wearing and carrying
You weave a distracting string of words, causing creatures of
changes size with it. Any item dropped by an affected creature
your choice that you can see within range and that can hear
returns to normal size at once.
you to make a Wisdom saving throw. Any creature that can’t be
ENLARGE. The target’s size doubles in all dimensions, and its charmed succeeds on this saving throw automatically, and if you
weight is multiplied by eight. This growth increases its size by or your companions are fighting a creature, it has advantage on

CORE RULEBOOK | 231


the save. On a failed save, the target has disadvantage on Wisdom PANICKED. The target is frightened of you. On each of its turns,
(Perception) checks made to perceive any creature other than you the frightened creature must take the Dash action and move away
until the spell ends or until the target can no longer hear you. The from you by the safest and shortest available route, unless there
spell ends if you are incapacitated or can no longer speak. is nowhere to move. If the target moves to a place at least 60 feet
away from you where it can no longer see you, this effect ends.
Etherealness 7th-Level SICKENED. The target has disadvantage on attack rolls and ability
checks. At the end of each of its turns, it can make another Wisdom
Casting Time: 1 action Range: Self saving throw. If it succeeds, the effect ends.
Duration: Up to 8 hours
You step into the border regions of Limbo, in the area where it
overlaps with your current realm. You remain in Limbo for the
F
duration or until you use your action to dismiss the spell. During
this time, you can move in any direction. If you move up or down,
every foot of movement costs an extra foot. You can see and hear Fabricate 4th-Level
the realm you originated from, but everything there looks gray, and
Casting Time: 10 minutes Range: 120 feet
you can’t see anything more than 60 feet away.
Duration: Instantaneous
While in Limbo, you can only affect and be affected by other
creatures on that realm. Creatures that aren’t in Limbo can’t You convert raw materials into products of the same material. For
perceive you and can’t interact with you, unless a special ability or example, you can fabricate a wooden bridge from a clump of trees,
magic has given them the ability to do so. a rope from a patch of hemp, and clothes from flax or wool.
You ignore all objects and effects that aren’t on Limbo, allowing Choose raw materials that you can see within range. You can
you to move through objects you perceive on the realm you fabricate a Large or smaller object (contained within a 10-foot
originated from. cube, or eight connected 5-foot cubes), given a sufficient quantity
of raw material. If you are working with metal, stone, or another
When the spell ends, you immediately return to the realm you
mineral substance, however, the fabricated object can be no larger
originated from in the spot you currently occupy. If you occupy the
than Medium (contained within a single 5-foot cube). The quality
same spot as a solid object or creature when this happens, you are
of objects made by the spell is commensurate with the quality of
immediately shunted to the nearest unoccupied space that you
the raw materials.
can occupy and take force damage equal to twice the number of
feet you are moved. Creatures or magic items can’t be created or transmuted by this
spell. You also can’t use it to create items that ordinarily require a
This spell has no effect if you cast it while you are in Limbo.
high degree of craftsmanship, such as jewelry, weapons, glass, or
At Higher Levels. When you cast this spell using a spell slot of armor, unless you have proficiency with the type of artisan’s tools
8th level or higher, you can target up to three willing creatures used to craft such objects.
(including you) for each slot level above 7th. The creatures must
be within 10 feet of you when you cast the spell.
Faerie Fire 1st-Level
Expeditious Retreat 1st-Level Casting Time: 1 action Range: 60 feet
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action Range: Self
Each object in a 20-foot cube within range is outlined in blue,
Duration: Concentration, 10 minutes
green, or violet light (your choice). Any creature in the area when
This spell allows you to move at an incredible pace. When you cast the spell is cast is also outlined in light if it fails a Dexterity saving
this spell, and then as a bonus action on each of your turns until throw. For the duration, objects and affected creatures shed dim
the spell ends, you can take the Dash action. light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage
Eyebite 6th-Level if the attacker can see it, and the affected creature or object can’t
benefit from being invisible.
Casting Time: 1 action Range: Self
Duration: Concentration, up to 1 minute Faithful Hound 4th-Level
For the spell’s duration, your eyes become an inky void imbued
with dread power. One creature of your choice within 60 feet of Casting Time: 1 action Range: 30 feet
you that you can see must succeed on a Wisdom saving throw or Duration: 8 hours
be affected by one of the following effects of your choice for the
(a tiny silver whistle, a piece of bone, and a thread)
duration. On each of your turns until the spell ends, you can use
your action to target another creature but can’t target a creature You conjure a phantom watchdog in an unoccupied space that
again if it has succeeded on a saving throw against this casting you can see within range, where it remains for the duration, until
of eyebite. you dismiss it as an action, or until you move more than 100 feet
away from it.
ASLEEP. The target falls unconscious. It wakes up if it takes any
damage or if another creature uses its action to shake the sleeper The hound is invisible to all creatures except you and can’t be
awake. harmed. When a Small or larger creature comes within 30 feet of

232 | DARKENERGY ROLEPLAYING GAME


it without first speaking the password that you specify when you protect them.
cast this spell, the hound starts barking loudly. The hound sees At the end of every 30 days, the creature can repeat its saving
invisible creatures and can see into Limbo throw against this spell. If it succeeds on its saving throw, the spell
At the start of each of your turns, the hound attempts to bite ends.
one creature within 5 feet of it that is hostile to you. The hound’s The spell can also be ended by greater restoration, heal, or wish.
attack bonus is equal to your spellcasting ability modifier + your
proficiency bonus. On a hit, it deals 4d8 piercing damage.
Feign Death (Ritual) 3rd-Level
False Life 1st-Level Casting Time: 1 action Range: Touch
Casting Time: 1 action Range: Self Duration: 1 hour
Duration: 1 hour (pinch of graveyard dirt)
(a small amount of alcohol or spirits) You touch a willing creature and put it into a cataleptic state that
is indistinguishable from death.
Bolstering yourself with a necromantic facsimile of life, you gain
1d4 + 4 temporary hit points for the duration. For the spell’s duration, or until you use an action to touch the
target and dismiss the spell, the target appears dead to all outward
At Higher Levels. When you cast this spell using a spell slot of 2nd inspection and to spells used to determine the target’s status.
level or higher, you gain 5 additional temporary hit points for each The target is blinded and incapacitated, and its speed drops to 0.
slot level above 1st. The target has resistance to all damage except psychic damage.
If the target is diseased or poisoned when you cast the spell, or
Fear 3rd-Level becomes diseased or poisoned while under the spell’s effect, the
disease and poison have no effect until the spell ends.
Casting Time: 1 action Range: Self (30-foot cone)
Duration: Concentration, 1 minute Find Familiar (Ritual) 1st-Level
You project a phantasmal image of a creature’s worst fears. Each
Casting Time: 1 hour Range: 10 feet
creature in a 30-foot cone must succeed on a Wisdom saving
throw or drop whatever it is holding and become frightened for Duration: Instantaneous
the duration. (10 Bu worth of charcoal, incense, and herbs that must be
While frightened by this spell, a creature must take the Dash action consumed by fire in a brass brazier)
and move away from you by the safest available route on each of You gain the service of a familiar, a spirit that takes an animal
its turns, unless there is nowhere to move. If the creature ends form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus,
its turn in a location where it doesn’t have line of sight to you, the owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel.
creature can make a Wisdom saving throw. On a successful save, Appearing in an unoccupied space within range, the familiar has
the spell ends for that creature. the statistics of the chosen form, though it is a celestial or fiend
(your choice) instead of a beast.
Feather Fall 1st-Level Your familiar acts independently of you, but it always obeys your
commands. In combat, it rolls its own initiative and acts on its
Casting Time: 1 reaction, which you take when you or a creature own turn. A familiar can’t attack, but it can take other actions as
within 60 feet of you falls normal.
Range: 60 feet Duration: 1 minute When the familiar drops to 0 hit points, it disappears, leaving
behind no physical form. It reappears after you cast this spell
Choose up to five falling creatures within range. A falling creature’s
again.
rate of descent slows to 60 feet per round until the spell ends. If
the creature lands before the spell ends, it takes no falling damage While your familiar is within 100 feet of you, you can communicate
and can land on its feet, and the spell ends for that creature. with it telepathically. Additionally, as an action, you can see
through your familiar’s eyes and hear what it hears until the start
of your next turn, gaining the benefits of any special senses that
Feeblemind 8th-Level the familiar has. During this time, you are deaf and blind with
regard to your own senses.
Casting Time: 1 action Range: 150 feet
As an action, you can temporarily dismiss your familiar. It
Duration: Instantaneous disappears into a pocket dimension where it awaits your
(a handful of clay, crystal, glass, or mineral spheres) summons. Alternatively, you can dismiss it forever. As an action
while it is temporarily dismissed, you can cause it to reappear in
You blast the mind of a creature that you can see within range, any unoccupied space within 30 feet of you.
attempting to shatter its intellect and personality. The target takes
4d6 psychic damage and must make an Intelligence saving throw. You can’t have more than one familiar at a time. If you cast this
spell while you already have a familiar, you instead cause it to
On a failed save, the creature’s Intelligence and Charisma scores adopt a new form. Choose one of the forms from the above list.
become 1. The creature can’t cast spells, activate magic items, Your familiar transforms into the chosen creature.
understand language, or communicate in any intelligible way. The
creature can, however, identify its friends, follow them, and even Finally, when you cast a spell with a range of touch, your familiar

CORE RULEBOOK | 233


can deliver the spell as if it had cast the spell. Your familiar must of sight. A trap, for the purpose of this spell, includes anything that
be within 100 feet of you, and it must use its reaction to deliver the would inflict a sudden or unexpected effect you consider harmful
spell when you cast it. If the spell requires an attack roll, you use or undesirable, which was specifically intended as such by its
your attack modifier for the roll. creator. Thus, the spell would sense an area affected by the alarm
spell, a glyph of warding, or a mechanical pit trap, but it would
not reveal a natural weakness in the floor, an unstable ceiling, or a
Find Steed 2nd-Level hidden sinkhole.
This spell merely reveals that a trap is present. You don’t learn the
Casting Time: 10 minutes Range: 30 feet
location of each trap, but you do learn the general nature of the
Duration: Instantaneous danger posed by a trap you sense.
You summon a spirit that assumes the form of an unusually

Finger of Death 7th-Level


intelligent, strong, and loyal steed, creating a long-lasting bond
with it. Appearing in an unoccupied space within range, the steed
takes on a form that you choose, such as a warhorse, a pony, a
camel, an elk, or a mastiff. (Your GM might allow other animals Casting Time: 1 action Range: 60 feet
to be summoned as steeds.) The steed has the statistics of the Duration: Instantaneous
chosen form, though it is a celestial or fiend (your choice) instead
You send negative energy coursing through a creature that you can
of its normal type. Additionally, if your steed has an Intelligence
see within range, causing it searing pain. The target must make a
of 5 or less, its Intelligence becomes 6, and it gains the ability to
Constitution saving throw. It takes 7d8 + 30 necrotic damage on a
understand one language of your choice that you speak.
failed save, or half as much damage on a successful one.
Your steed serves you as a mount, both in combat and out, and
A humanoid killed by this spell rises at the start of your next turn
you have an instinctive bond with it that allows you to fight as a
as a zombie that is permanently under your command, following
seamless unit. While mounted on your steed, you can make any
your verbal orders to the best of its ability.
spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind
no physical form. You can also dismiss your steed at any time as Fireball 3rd-Level
an action, causing it to disappear. In either case, casting this spell
again summons the same steed, restored to its hit point maximum. Casting Time: 1 action Range: 150 feet
While your steed is within 1 mile of you, you can communicate Duration: Instantaneous
with it telepathically. A bright streak flashes from your pointing finger to a point you
You can’t have more than one steed bonded by this spell at a time. choose within range and then blossoms with a low roar into an
As an action, you can release the steed from its bond at any time, explosion of flame. Each creature in a 20-foot-radius sphere
causing it to disappear. centered on that point must make a Dexterity saving throw. A
target takes 8d6 fire damage on a failed save, or half as much
damage on a successful one.
Find the Path 6th-Level The fire spreads around corners. It ignites flammable objects in
the area that aren’t being worn or carried.
Casting Time: 1 minute Range: Self
At Higher Levels. When you cast this spell using a spell slot of 4th
Duration: Concentration, up to 1 day
level or higher, the damage increases by 1d6 for each slot level
(a set of divination tools—such as bones, ivory sticks, cards, teeth, above 3rd.
or carved runes— worth 100 Bu and an object from the location
you wish to find)
This spell allows you to find the shortest, most direct physical Fire Bolt Cantrip
route to a specific fixed location that you are familiar with on the
Casting Time: 1 action Range: 120 feet
same plane of existence. If you name a destination on another
plane of existence, a destination that moves (such as a mobile Duration: Instantaneous
fortress), or a destination that isn’t specific (such as “a green You hurl a mote of fire at a creature or object within range. Make
dragon’s lair”), the spell fails. a ranged spell attack against the target. On a hit, the target takes
For the duration, as long as you are on the same plane of 1d10 fire damage. A flammable object hit by this spell ignites if it
existence as the destination, you know how far it is and in what isn’t being worn or carried.
direction it lies. While you are traveling there, whenever you are This spell’s damage increases by 1d10 when you reach 5th level
presented with a choice of paths along the way, you automatically (2d10), 11th level (3d10), and 17th level (4d10).
determine which path is the shortest and most direct route (but
not necessarily the safest route) to the destination.
Fire Shield 4th-Level
Find Traps 2nd-Level Casting Time: 1 action Range: Self

Casting Time: 1 action Range: 120 feet Duration: 10 minutes

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.

234 | DARKENERGY ROLEPLAYING GAME


The flames provide you with a warm shield or a chill shield, as you
choose. The warm shield grants you resistance to cold damage, Flaming Sphere 2nd-Level
and the chill shield grants you resistance to fire damage.
Casting Time: 1 action Range: 60 feet
In addition, whenever a creature within 5 feet of you hits you with
a melee attack, the shield erupts with flame. The attacker takes Duration: Concentration, 1 minute
2d8 fire damage from a warm shield, or 2d8 cold damage from a A 5-foot-diameter sphere of fire appears in an unoccupied space
cold shield. of your choice within range and lasts for the duration. Any creature
that ends its turn within 5 feet of the sphere must make a Dexterity

Fire Storm 7th-Level


saving throw. The creature takes 2d6 fire damage on a failed save,
or half as much damage on a successful one.
Casting Time: 1 action Range: 150 feet As a bonus action, you can move the sphere up to 30 feet. If you
ram the sphere into a creature, that creature must make the saving
Duration: Instantaneous
throw against the sphere’s damage, and the sphere stops moving
A storm made up of sheets of roaring flame appears in a location this turn.
you choose within range. The area of the storm consists of up to
When you move the sphere, you can direct it over barriers up to
ten 10-foot cubes, which you can arrange as you wish. Each cube
5 feet tall and jump it across pits up to 10 feet wide. The sphere
must have at least one face adjacent to the face of another cube.
ignites flammable objects not being worn or carried, and it sheds
Each creature in the area must make a Dexterity saving throw. It
bright light in a 20-foot radius and dim light for an additional 20
takes 7d10 fire damage on a failed save, or half as much damage
feet.
on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd
The fire damages objects in the area and ignites flammable
level or higher, the damage increases by 1d6 for each slot level
objects that aren’t being worn or carried. If you choose, plant life
above 2nd.
in the area is unaffected by this spell.

Flame Blade 2nd-Level Flesh to Stone 6th-Level


Casting Time: 1 action Range: 60 feet
Casting Time: 1 bonus action Range: Self
Duration: Concentration, 1 minute
Duration: Concentration, 10 minutes
(a pinch of lime, water, and earth)
You evoke a fiery blade in your free hand. The blade is similar in
size and shape to a scimitar, and it lasts for the duration. If you let You attempt to turn one creature that you can see within range
go of the blade, it disappears, but you can evoke the blade again into stone. If the target’s body is made of flesh, the creature must
as a bonus action. make a Constitution saving throw. On a failed save, it is restrained
as its flesh begins to harden. On a successful save, the creature
You can use your action to make a melee spell attack with the fiery
isn’t affected.
blade. On a hit, the target takes 3d6 fire damage.
A creature restrained by this spell must make another Constitution
The flaming blade sheds bright light in a 10-foot radius and dim
saving throw at the end of each of its turns. If it successfully saves
light for an additional 10 feet.
against this spell three times, the spell ends. If it fails its saves
At Higher Levels. When you cast this spell using a spell slot of 4th three times, it is turned to stone and subjected to the petrified
level or higher, the damage increases by 1d6 for every two slot condition for the duration. The successes and failures don’t need
levels above 2nd. to be consecutive; keep track of both until the target collects three
of a kind.

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

CORE RULEBOOK | 235


move more than 20 feet away from it, the disk follows you so components are consumed on the last casting.
that it remains within 20 feet of you. It can move across uneven
terrain, up or down stairs, slopes and the like, but it can’t cross an
elevation change of 10 feet or more. For example, the disk can’t Forcecage 7th-Level
move across a 10-foot-deep pit, nor could it leave such a pit if it
was created at the bottom. Casting Time: 1 action Range: 100 feet
If you move more than 100 feet from the disk (typically because it Duration: 1 hour
can’t move around an obstacle to follow you), the spell ends. (ruby dust worth 1,500 Bu)
An immobile, invisible, cube-shaped prison composed of magical
Fly 3rd-Level force springs into existence around an area you choose within
range. The prison can be a cage or a solid box, as you choose.
Casting Time: 1 action Range: Touch A prison in the shape of a cage can be up to 20 feet on a side and is
Duration: Concentration, 10 minutes made from 1/2-inch diameter bars spaced 1/2 inch apart.
You touch a willing creature. The target gains a flying speed of 60 A prison in the shape of a box can be up to 10 feet on a side,
feet for the duration. When the spell ends, the target falls if it is still creating a solid barrier that prevents any matter from passing
aloft, unless it can stop the fall. through it and blocking any spells cast into or out from the area.
At Higher Levels. When you cast this spell using a spell slot of 4th When you cast the spell, any creature that is completely inside the
level or higher, you can target one additional creature for each slot cage’s area is trapped. Creatures only partially within the area, or
level above 3rd. those too large to fit inside the area, are pushed away from the
center of the area until they are completely outside the area.

Fog Cloud 1st-Level


A creature inside the cage can’t leave it by nonmagical means.
If the creature tries to use teleportation or interplanar travel to
leave the cage, it must first make a Charisma saving throw. On
Casting Time: 1 action Range: 120 feet a success, the creature can use that magic to exit the cage. On a
Duration: Concentration, up to 1 hour failure, the creature can’t exit the cage and wastes the use of the
spell or effect. The cage also extends into Limbo, blocking ethereal
You create a 20-foot-radius sphere of fog centered on a point
travel.
within range. The sphere spreads around corners, and its area
is heavily obscured. It lasts for the duration or until a wind of This spell can’t be dispelled by dispelmagic.
moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the radius of the fog increases by 20 feet for each Foresight 9th-Level
slot level above 1st.
Casting Time: 1 minute Range: Touch
Duration: 8 hours
Forbiddance (Ritual) 6th-Level You touch a willing creature and bestow a limited ability to see
into the immediate future. For the duration, the target can’t be
Casting Time: 10 minutes Range: Touch surprised and has advantage on attack rolls, ability checks, and
Duration: 1 day saving throws. Additionally, other creatures have disadvantage on
attack rolls against the target for the duration.
(a sprinkling of holy water, rare incense, and powdered ruby worth
at least 1,000 Bu) This spell immediately ends if you cast it again before its duration
ends.
You create a ward against magical travel that protects up to 40,000
square feet of floor space to a height of 30 feet above the floor. For
the duration, creatures can’t teleport into the area or use portals,
such as those created by the gate spell, to enter the area. The Frag Blast (TL 1) 1st-Level
spell proofs the area against planar travel, and therefore prevents
Casting Time: 1 action Range: 120 feet
creatures from accessing the area by way of another plane or the
plane shift spell. Duration: Instantaneous
In addition, the spell damages types of creatures that you choose (a small bag of gunpowder)
when you cast it. Choose one or more of the following: celestials, You conjure up a magical bomb at a point you can see within range,
elementals, fiends, and undead. When a chosen creature enters which explodes with a blast of thunder and fire. Creatures within a
the spell’s area for the first time on a turn or starts its turn there, 10 foot radius sphere must succeed a Dexterity saving throw. They
the creature takes 5d10 radiant or necrotic damage (your choice take 2d6 fire and 2d6 thunder damage on a failed saving throw,
when you cast this spell). and half as much damage on a successful save. This spell deals
When you cast this spell, you can designate a password. A creature maximum damage to objects and structures.
that speaks the password as it enters the area takes no damage You can choose to conjure the bomb up into your hand and not
from the spell. immediately throw it when you cast the spell. When you do so, you
The spell’s area can’t overlap with the area of another forbiddance or a creature you hand it to can throw it to a point they can see
spell. If you cast forbiddance every day for 30 days in the same within 60 feet of them, after which the bomb explodes on contact
location, the spell lasts until it is dispelled, and the material with a creature or surface. After 1 minute of being cast in this way,
the bomb explodes.

236 | DARKENERGY ROLEPLAYING GAME


At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the fire damage or the thunder damage increases
by 1d6 for each slot level above 1st.
G
Freedom of Movement 4th-Level Gaseous Form 3rd-Level
Casting Time: 1 action Range: Touch Casting Time: 1 action Range: Touch

Duration: 1 hour Duration: Concentration, up to 1 hour

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

CORE RULEBOOK | 237


some action or course of activity as you decide. If the creature if you transform a bee, its giant version might have the same
can understand you, it must succeed on a Wisdom saving throw statistics as a giant wasp.
or become charmed by you for the duration. While the creature is
charmed by you, it takes 5d10 psychic damage each time it acts
in a manner directly counter to your instructions, but no more than Glibness 8th-Level
once each day. A creature that can’t understand you is unaffected
by the spell. Casting Time: 1 action Range: Self
You can issue any command you choose, short of an activity Duration: 1 hour
that would result in certain death. Should you issue a suicidal Until the spell ends, when you make a Charisma check, you can
command, the spell ends. replace the number you roll with a 15. Additionally, no matter what
You can end the spell early by using an action to dismiss it. A you say, magic that would determine if you are telling the truth
remove curse, greater restoration, or wish spell also ends it. indicates that you are being truthful.
At Higher Levels. When you cast this spell using a spell slot of 7th
or 8th level, the duration is 1 year. When you cast this spell using a
spell slot of 9th level, the spell lasts until it is ended by one of the
Globe of Invulnerability 6th-Level
spells mentioned above. Casting Time: 1 action Range: Self (10-foot radius)
Duration: Concentration, 1 minute
Gentle Repose (Ritual) 2nd-Level (a glass or crystal bead that shatters when the spell ends)

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

Ghost Bullets (TL 1) 4th-Level


slot level above 6th.

Casting Time: 1 action Range: Self


Glyph of Warding 3rd-Level
Duration: 1 hour
Casting Time: 1 hour Range: Touch
(Pieces of nonmagical ammunition)
Duration: Until dispelled or triggered
By speaking a ghostly incantation, you transform 4 nonmagical,
mundane bullets in your inventory into ghostly projections that (incense and powdered diamond worth at least 200 Bu, which the
can pass through inorganic material for 1 hour. These bullets spell consumes)
ignore cover bonuses to AC, and are targeted using a creature’s When you cast this spell, you inscribe a glyph that harms other
unarmored AC. These rounds deal double damage to spirits, creatures, either upon a surface (such as a table or a section of
however, due to their focus on targeting organic material, floor or wall) or within an object that can be closed (such as a
constructs are not affected by these bullets, and attacks made book, a scroll, or a treasure chest) to conceal the glyph. If you
against them automatically miss. choose a surface, the glyph can cover an area of the surface no
larger than 10 feet in diameter. If you choose an object, that object

Giant Insect 4th-Level


must remain in its place; if the object is moved more than 10 feet
from where you cast this spell, the glyph is broken, and the spell
ends without being triggered.
Casting Time: 1 action Range: 30 feet
The glyph is nearly invisible and requires a successful Intelligence
Duration: Concentration, 10 minutes
(Investigation) check against your spell save DC to be found.
You transform up to ten centipedes, three spiders, five wasps,
You decide what triggers the glyph when you cast the spell. For
or one scorpion within range into giant versions of their natural
glyphs inscribed on a surface, the most typical triggers include
forms for the duration. A centipede becomes a giant centipede, a
touching or standing on the glyph, removing another object
spider becomes a giant spider, a wasp becomes a giant wasp, and
covering the glyph, approaching within a certain distance of the
a scorpion becomes a giant scorpion.
glyph, or manipulating the object on which the glyph is inscribed.
Each creature obeys your verbal commands, and in combat, they For glyphs inscribed within an object, the most common triggers
act on your turn each round. The GM has the statistics for these include opening that object, approaching within a certain distance
creatures and resolves their actions and movement. of the object, or seeing or reading the glyph. Once a glyph is
A creature remains in its giant size for the duration, until it drops triggered, this spell ends.
to 0 hit points, or until you use an action to dismiss the effect on it. You can further refine the trigger so the spell activates only under
The GM might allow you to choose different targets. For example, certain circumstances or according to physical characteristics

238 | DARKENERGY ROLEPLAYING GAME


(such as height or weight), creature kind (for example, the ward
could be set to affect aberrations or vampires), or alignment. You Grease 1st-Level
can also set conditions for creatures that don’t trigger the glyph,
such as those who say a certain password. Casting Time: 1 action Range: 60 feet
When you inscribe the glyph, choose explosive runes or a spell Duration: 1 minute
glyph. Slick grease covers the ground in a 10-foot square centered on a
EXPLOSIVE RUNES. When triggered, the glyph erupts with magical point within range and turns it into difficult terrain for the duration.
energy in a 20-foot-radius sphere centered on the glyph. The When the grease appears, each creature standing in its area must
sphere spreads around corners. Each creature in the area must succeed on a Dexterity saving throw or fall prone. A creature that
make a Dexterity saving throw. A creature takes 5d8 acid, cold, enters the area or ends its turn there must also succeed on a
fire, lightning, or thunder damage on a failed saving throw (your Dexterity saving throw or fall prone.
choice when you create the glyph), or half as much damage on a
successful one.
SPELL GLYPH. You can store a prepared spell of 3rd level or lower Greater Invisibility 4th-Level
in the glyph by casting it as part of creating the glyph. The spell
must target a single creature or an area. The spell being stored Casting Time: 1 action Range: Touch
has no immediate effect when cast in this way. When the glyph is Duration: Concentration, up to 1 minute
triggered, the stored spell is cast. If the spell has a target, it targets
You or a creature you touch becomes invisible until the spell ends.
the creature that triggered the glyph.
Anything the target is wearing or carrying is invisible as long as it
If the spell affects an area, the area is centered on that creature. If is on the target’s person.
the spell summons hostile creatures or creates harmful objects or
traps, they appear as close as possible to the intruder and attack
it. If the spell requires concentration, it lasts until the end of its full Greater Panic Line (Ritual) 6th-Level
duration.
Casting Time: 1 action Range: 30 feet
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage of an explosive runes glyph increases Duration: 24 hours
by 1d8 for each slot level above 3rd. If you create a spell glyph, you You summon a 30-foot-radius invisible sphere of mystical energy
can store any spell of up to the same level as the slot you use for to impede foes passage that extends from a point you choose
the glyph of warding. within range. The outer 10 feet of the radius forms a protective
Panic Line dome that creates a 20 foot radius of safe space in the

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

CORE RULEBOOK | 239


5 feet square, and any creature that enters or passes through the
Guardian of Faith 4th-Level area receives the suggestion mentally.

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)

240 | DARKENERGY ROLEPLAYING GAME


You touch a point and infuse an area around it with holy (or unholy) examining the illusion can attempt an Intelligence (Investigation)
power. The area can have a radius up to 60 feet, and the spell fails check against your spell save DC to disbelieve it. A creature
if the radius includes an area already under the effect a hallow who discerns the illusion for what it is, sees it as a vague image
spell. The affected area is subject to the following effects. superimposed on the terrain.

First, celestials, elementals, fiends, and undead can’t enter the


area, nor can such creatures charm, frighten, or possess creatures Hail of Thorns 1st-Level
within it. Any creature charmed, frightened, or possessed by such
a creature is no longer charmed, frightened, or possessed upon Casting Time: 1 bonus action Range: Self
entering the area. You can exclude one or more of those types of
Duration: Concentration, up to 1 minute
creatures from this effect.
The next time you hit a creature with a ranged weapon attack
Second, you can bind an extra effect to the area. Choose the effect
before the spell ends, this spell creates a rain of thorns that
from the following list, or choose an effect offered by the GM. Some
sprouts from your ranged weapon or ammunition. In addition to
of these effects apply to creatures in the area; you can designate
the normal effect of the attack, the target of the attack and each
whether the effect applies to all creatures, creatures that follow a
creature within 5 feet of it must make a Dexterity saving throw. A
specific deity or leader, or creatures of a specific sort, such as ores
creature takes 1d10 piercing damage on a failed save, or half as
or trolls. When a creature that would be affected enters the spell’s
much damage on a successful one.
area for the first time on a turn or starts its turn there, it can make
a Charisma saving throw. On a success, the creature ignores the At Higher Levels. If you cast this spell using a spell slot of 2nd
extra effect until it leaves the area. level or higher, the damage increases by 1d10 for each slot level
above 1st (to a maximum of 6d10).
COURAGE. Affected creatures can’t be frightened while in the area.
DARKNESS. Darkness fills the area. Normal light, as well as
magical light created by spells of a lower level than the slot you Harm 6th-Level
used to cast this spell, can’t illuminate the area.
Casting Time: 1 action Range: 60 feet
DAYLIGHT. Bright light fills the area. Magical darkness created by
spells of a lower level than the slot you used to cast this spell can’t Duration: Instantaneous
extinguish the light. You unleash a virulent disease on a creature that you can see
ENERGY PROTECTION. Affected creatures in the area have within range. The target must make a Constitution saving throw.
resistance to one damage type of your choice, except for On a failed save, it takes 14d6 necrotic damage, or half as much
bludgeoning, piercing, or slashing. damage on a successful save. The damage can’t reduce the
target’s hit points below 1. If the target fails the saving throw, its
ENERGY VULNERABILITY. Affected creatures in the area have
hit point maximum is reduced for 1 hour by an amount equal to
vulnerability to one damage type of your choice, except for
the necrotic damage it took. Any effect that removes a disease
bludgeoning, piercing, or slashing.
allows a creature’s hit point maximum to return to normal before
EVERLASTING REST. Dead bodies interred in the area can’t be that time passes.
turned into undead.
EXTRADIMENSIONAL INTERFERENCE. Affected creatures can’t
move or travel using teleportation or by extradimensional or Haste 3rd-Level
interplanar means.
Casting Time: 1 action Range: 30 feet
FEAR. Affected creatures are frightened while in the area.
Duration: Concentration, 1 minute
SILENCE. No sound can emanate from within the area, and no
Choose a willing creature that you can see within range. Until the
sound can reach into it.
spell ends, the target’s speed is doubled, it gains a +2 bonus to
TONGUES. Affected creatures can communicate with any other AC, it has advantage on Dexterity saving throws, and it gains an
creature in the area, even if they don’t share a common language. additional action on each of its turns. That action can be used
only to take the Attack (one weapon attack only), Dash, Disengage,
Hide, or Use an Object action.
Hallucinatory Terrain 4th-Level When the spell ends, the target can’t move or take actions until
Casting Time: 10 minutes Range: 300 feet after its next turn, as a wave of lethargy sweeps over it.

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

CORE RULEBOOK | 241


At Higher Levels. When you cast this spell using a spell slot of 7th that time, and the beneficial effects don’t set in until this hour is
level or higher, the amount of healing increases by 10 for each slot over. Up to twelve other creatures can partake of the feast.
level above 6th. A creature that partakes of the feast gains several benefits. The
creature is cured of all diseases and poison, becomes immune to
Healing Word 1st-Level poison and being frightened, and makes all Wisdom saving throws
with advantage. Its hit point maximum also increases by 2d10,
and it gains the same number of hit points. These benefits last
Casting Time: 1 bonus action Range: 60 feet
for 24 hours.
Duration: Instantaneous

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

242 | DARKENERGY ROLEPLAYING GAME


Hold Person 2nd-Level Hyper Beam 10th-Level
Casting Time: 1 action Range: 60 feet Casting Time: 1 action Range: 300 feet
Duration: Concentration, up to 1 minute Duration: Concentration, 12 hours
Choose a humanoid that you can see within range. The target (An emerald worth 5,000 Bu, which the spell consumes)
must succeed on a Wisdom saving throw or be paralyzed for You call upon a mighty, destructive beam of magical force to
the duration. At the end of each of its turns, the target can make destroy your enemies and burn the earth around them until it’s
another Wisdom saving throw. On a success, the spell ends on the surface is but glass.
target.
Choose a point within range. You summon forth a large, white
At Higher Levels. When you cast this spell using a spell slot of 3rd orange pulsating beam in a 30 foot radius, 50,000 foot high column
level or higher, you can target one additional humanoid for each centered around that point. Creatures that start their turn within
slot level above 2nd. The humanoids must be within 30 feet of that point or enter its area for the first time take 8d10 fire damage,
each other when you target them. 8d10 radiant damage, 8d10 force damage, and 8d10 necrotic
damage. After two rounds, the beam turns the surface within it
Holy Aura 8th-Level into cracked and jagged glass, destroying plants and objects
that aren’t being worn or carried. This turns the area into difficult
terrain that is extraordinarily painful to cross. Any creature that
Casting Time: 1 action Range: Self
moves more than half its speed on this terrain takes 2d10 piercing
Duration: Concentration, 1 minute damage. Structures hit by this beam take double the damage from
Divine light washes out from you and coalesces in a soft radiance this spell.
in a 30-foot radius around you. Creatures of your choice in that You must use your action to maintain the beam. As long as you
radius when you cast this spell shed dim light in a 5-foot radius maintain the beam, your movement speed is 0, and you have
and have advantage on all saving throws, and other creatures have disadvantage on Dexterity saving throws. You can use your bonus
disadvantage on attack rolls against them until the spell ends. In action to move the beam up to 20 feet in any direction you wish.
addition, when a fiend or an undead hits an affected creature with
a melee attack, the aura flashes with brilliant light. The attacker
must succeed on a Constitution saving throw or be blinded until Hypnotic Pattern 3rd-Level
the spell ends.
Casting Time: 1 action Range: 120 feet

Hunter’s Mark 1st-Level Duration: Concentration, up to 1 minute


You create a twisting pattern of colors that weaves through the
Casting Time: 1 bonus action Range: 90 feet air inside a 30-foot cube within range. The pattern appears for
a moment and vanishes. Each creature in the area who sees the
Duration: Concentration, up to 1 hour
pattern must make a Wisdom saving throw. On a failed save, the
You choose a creature you can see within range and mystically creature becomes charmed for the duration. While charmed by
mark it as your quarry. Until the spell ends, you deal an extra 1d6 this spell, the creature is incapacitated and has a speed of 0.
damage to the target whenever you hit it with a weapon attack,
The spell ends for an affected creature if it takes any damage or
and you have advantage on any Wisdom (Perception) or Wisdom
if someone else uses an action to shake the creature out of its
(Survival) check you make to find it. If the target drops to 0 hit
stupor.
points before this spell ends, you can use a bonus action on a
subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for
I
up to 8 hours. When you use a spell slot of 5th level or higher, you
can maintain your concentration on the spell for up to 24 hours.
Ice Bayonet (TL 1) 1st-Level
Hydraulic Beam (TL 1) 3rd-Level Casting Time: bonus action Range: Touch
Duration: 1 minute
Casting Time: 1 Action Range: Self(15 foot wide line)
You create a shard of ice at the end of the barrel of one of your
Duration: Instantaneous guns (Restricted to rifles, muskets, blunderbusses and shotguns).
Your knowledge of water pressure allows you to project a beam For 1 minute, you can treat your firearm as a melee weapon with
of water from your hand or an object of your choosing on your reach that does 1d6 Piercing damage and 2d6 cold damage.
person in a 15 foot wide, 30 foot long line in a direction of your At Higher Levels. When you cast this spell using a spell slot of 2nd
choosing. Creatures within the line must succeed on a Strength level or higher, the cold damage increases by 1d6 for each slot
saving throw. On a failed save, they take 6d6 bludgeoning damage above 1st.
and are knocked prone. They take half damage on a success and
are not knocked prone.
At Higher Levels. For every level this spell is cast above 3rd level,
increase the damage by 1d6 for every spell slot level above 3rd.

CORE RULEBOOK | 243


of the target)
Ice Storm 4th-Level You create a magical restraint to hold a creature that you can see
Casting Time: 1 action Range: 300 feet within range. The target must succeed on a Wisdom saving throw
or be bound by the spell; if it succeeds, it is immune to this spell if
Duration: Instantaneous you cast it again. While affected by this spell, the creature doesn’t
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, need to breathe, eat, or drink, and it doesn’t age. Divination spells
40-foot-high cylinder centered on a point within range. Each can’t locate or perceive the target.
creature in the cylinder must make a Dexterity saving throw. A When you cast the spell, you choose one of the following forms of
creature takes 2d8 bludgeoning damage and 4d6 cold damage on imprisonment.
a failed save, or half as much damage on a successful one.
BURIAL. The target is entombed far beneath the earth in a sphere
Hailstones turn the storm’s area of effect into difficult terrain until of magical force that is just large enough to contain the target.
the end of your next turn. Nothing can pass through the sphere, nor can any creature teleport
At Higher Levels. When you cast this spell using a spell slot of 5th or use planar travel to get into or out of it.
level or higher, the bludgeoning damage increases by 1d8 for each The special component for this version of the spell is a small
slot level above 4th. mithral orb.
CHAINING. Heavy chains, firmly rooted in the ground, hold the
Identify (Ritual) 1st-Level target in place. The target is restrained until the spell ends, and it
can’t move or be moved by any means until then.
Casting Time: 1 minute Range: Touch The special component for this version of the spell is a fine chain
Duration: Instantaneous of precious metal.
You choose one object that you must touch throughout the HEDGED PRISON. The spell transports the target into a tiny
casting of the spell. If it is a magic item or some other magic- demiplane that is warded against teleportation and planar travel.
imbued object, you learn its properties and how to use them, The demiplane can be a labyrinth, a cage, a tower, or any similar
whether it requires attunement to use, and how many charges it confined structure or area of your choice.
has, if any. You learn whether any spells are affecting the item and The special component for this version of the spell is a miniature
what they are. If the item was created by a spell, you learn which representation of the prison made from jade.
spell created it.
MINIMUS CONTAINMENT. The target shrinks to a height of 1
If you instead touch a creature throughout the casting, you learn inch and is imprisoned inside a gemstone or similar object. Light
what spells, if any, are currently affecting it. can pass through the gemstone normally (allowing the target to
see out and other creatures to see in), but nothing else can pass

Illusory Script (Ritual) 1st-Level


through, even by means of teleportation or planar travel. The
gemstone can’t be cut or broken while the spell remains in effect.
Casting Time: 1 minute Range: Touch The special component for this version of the spell is a large,
transparent gemstone, such as a corundum, diamond, or ruby.
Duration: 10 days
SLUMBER. The target falls asleep and can’t be awoken. The
(a lead-based ink worth at least 10 Bu, which the spell consumes) special component for this version of the spell consists of rare
You write on parchment, paper, or some other suitable writing soporific herbs.
material and imbue it with a potent illusion that lasts for the Ending the Spell. During the casting of the spell, in any of its
duration. versions, you can specify a condition that will cause the spell
To you and any creatures you designate when you cast the spell, to end and release the target. The condition can be as specific
the writing appears normal, written in your hand, and conveys or as elaborate as you choose, but the GM must agree that the
whatever meaning you intended when you wrote the text. To all condition is reasonable and has a likelihood of coming to pass.
others, the writing appears as if it were written in an unknown or The conditions can be based on a creature’s name, identity, or deity
magical script that is unintelligible. Alternatively, you can cause but otherwise must be based on observable actions or qualities
the writing to appear to be an entirely different message, written in and not based on intangibles such as level, class, or hit points.
a different hand and language, though the language must be one A dispel magic spell can end the spell only if it is cast as a 9th-
you know. level spell, targeting either the prison or the special component
Should the spell be dispelled, the original script and the illusion used to create it.
both disappear. You can use a particular special component to create only one
A creature with truesight can read the hidden message. prison at a time. If you cast the spell again using the same
component, the target of the first casting is immediately freed
from its binding.
Imprisonment 9th-Level
Casting Time: 1 minute Range: 30 feet Incendiary Cloud 8th-Level
Duration: Until dispelled
Casting Time: 1 action Range: 150 feet
(a vellum depiction or a carved statuette in the likeness of the
Duration: Concentration, up to 1 minute
target, and a special component that varies according to the
version of the spell you choose, worth at least 500 Bu per Hit Die A swirling cloud of smoke shot through with white-hot embers

244 | DARKENERGY ROLEPLAYING GAME


appears in a 20-foot-radius sphere centered on a point within sapphire you use as the material component. Each time you cast
range. The cloud spreads around corners and is heavily obscured. this spell, you must use a different sapphire.
It lasts for the duration or until a wind of moderate or greater At any time thereafter, you can use your action to speak the item’s
speed (at least 10 miles per hour) disperses it. name and crush the sapphire. The item instantly appears in your
When the cloud appears, each creature in it must make a Dexterity hand regardless of physical or planar distances, and the spell
saving throw. A creature takes 10d8 fire damage on a failed save, ends.
or half as much damage on a successful one. A creature must also If another creature is holding or carrying the item, crushing the
make this saving throw when it enters the spell’s area for the first sapphire doesn’t transport the item to you, but instead you learn
time on a turn or ends its turn there. who the creature possessing the object is and roughly where that
The cloud moves 10 feet directly away from you in a direction that creature is located at that moment.
you choose at the start of each of your turns. Dispel magic or a similar effect successfully applied to the
sapphire ends this spell’s effect.
Incognito Video (TL 1) 4th-Level
Casting Time: 1 action Range: Self
Invisibility 2nd-Level
Duration: 1 hour Casting Time: 1 action Range: Touch
If you appear in any video, like security camera footage, that video Duration: Concentration, up to 1 hour
of you shows your body completely distorted as a jumbled mass A creature you touch becomes invisible until the spell ends.
of pixels. No program can decipher the scrambled image. You are Anything the target is wearing or carrying is invisible as long as it
visible to any people around, only the video itself is distorted. is on the target’s person. The spell ends for a target that attacks
This does not effect photos. or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd
Inflict Wounds 1st-Level level or higher, you can target one additional creature for each slot
level above 2nd.
Casting Time: 1 action Range: Touch
Duration: Instantaneous
J
Make a melee spell attack against a creature you can reach. On a
hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd Jinx 1st-Level
level or higher, the damage increases by 1d10 for each slot level
above 1st. Casting Time: 1 reaction when hit by an attack
Range: 90 feet Duration: Concentration, up to 1 hour

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

CORE RULEBOOK | 245


object that contains a mundane or magical means that prevents
access. Light Cantrip
A target that is held shut by a mundane lock or that is stuck or Casting Time: 1 action Range: Touch
barred becomes unlocked, unstuck, or unbarred. If the object has
multiple locks, only one of them is unlocked. Duration: 1 hour
If you choose a target that is held shut with arcane lock, that spell You touch one object that is no larger than 10 feet in any
is suppressed for 10 minutes, during which time the target can be dimension. Until the spell ends, the object sheds bright light in a
opened and shut normally. 20-foot radius and dim light for an additional 20 feet. The light
can be colored as you like. Completely covering the object with
When you cast the spell, a loud knock, audible from as far away as something opaque blocks the light. The spell ends if you cast it
300 feet, emanates from the target object. again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that
L creature must succeed on a Dexterity saving throw to avoid the
spell.

Legend Lore 5th-Level Lightning Arrow 3rd-Level


Casting Time: 10 minutes Range: Self Casting Time: 1 bonus action Range: Self
Duration: Instantaneous Duration: Concentration, up to 1 minute
(incense worth at least 250 Bu, which the spell consumes) The next time you make a ranged weapon attack during the spell’s
Name or describe a person, place, or object. The spell brings to duration, the weapon’s ammunition, or the weapon itself if it’s
your mind a brief summary of the significant lore about the thing a thrown weapon, transforms into a bolt of lightning. Make the
you named. The lore might consist of current tales, forgotten attack roll as normal, The target takes 4d8 lightning damage on
stories, or even secret lore that has never been widely known. If a hit, or half as much damage on a miss, instead of the weapon’s
the thing you named isn’t of legendary importance, you gain no normal damage.
information. The more information you already have about the Whether you hit or miss, each creature within 10 feet of the target
thing, the more precise and detailed the information you receive is. must make a Dexterity saving throw. Each of these creatures takes
The information you learn is accurate but might be couched in 2d8 lightning damage on a failed save, or half as much damage on
figurative language. a successful one.
The piece of ammunition or weapon then returns to its normal

Lesser Restoration 2nd-Level form.


At Higher Levels. When you cast this spell using a spell slot of 4th
Casting Time: 1 action Range: Touch level or higher, the damage for both effects of the spell increases
by 1d8 for each slot level above 3rd.
Duration: Instantaneous
You touch a creature and can end either one disease or one
condition afflicting it. The condition can be blinded, deafened, Lightning Bolt 3rd-Level
paralyzed, or poisoned.
Casting Time: 1 action Range: Self (100-foot line)

Levitate 2nd-Level Duration: Instantaneous


A stroke of lightning forming a line 100 feet long and 5 feet wide
Casting Time: 1 action Range: 60 feet blasts out from you in a direction you choose. Each creature in
the line must make a Dexterity saving throw. A creature takes 8d6
Duration: Concentration, 10 minutes
lightning damage on a failed save, or half as much damage on
One creature or object of your choice that you can see within a successful one. The lightning ignites flammable objects in the
range rises vertically, up to 20 feet, and remains suspended there area that aren’t being worn or carried.
for the duration. The spell can levitate a target that weighs up to
At Higher Levels. When you cast this spell using a spell slot of 4th
500 pounds. An unwilling creature that succeeds on a Constitution
level or higher, the damage increases by 1d6 for each slot level
saving throw is unaffected.
above 3rd.
The target can move only by pushing or pulling against a fixed
object or surface within reach (such as a wall or a ceiling), which
allows it to move as if it were climbing. You can change the Locate Animals or Plants (Ritual) 2nd-Level
target’s altitude by up to 20 feet in either direction on your turn. If
you are the target, you can move up or down as part of your move. Casting Time: 1 action Range: Self
Otherwise, you can use your action to move the target, which must Duration: Instantaneous
remain within the spell’s range.
Describe or name a specific kind of beast or plant. Concentrating
When the spell ends, the target floats gently to the ground if it is on the voice of nature in your surroundings, you learn the direction
still aloft. and distance to the closest creature or plant of that kind within 5
miles, if any are present.

246 | DARKENERGY ROLEPLAYING GAME


Locate Creature 4th-Level Mage Hand Cantrip
Casting Time: 1 action Range: Self Casting Time: 1 action Range: 30 feet
Duration: Concentration, up to 1 hour Duration: 1 minute
Describe or name a creature that is familiar to you. You sense A spectral, floating hand appears at a point you choose within
the direction to the creature’s location, as long as that creature range. The hand lasts for the duration or until you dismiss it as an
is within 1,000 feet of you. If the creature is moving, you know the action. The hand vanishes if it is ever more than 30 feet away from
direction of its movement. you or if you cast this spell again.
The spell can locate a specific creature known to you, or the You can use your action to control the hand. You can use the hand
nearest creature of a specific kind (such as a human or a unicorn), to manipulate an object, open an unlocked door or container, stow
so long as you have seen such a creature up close—within 30 or retrieve an item from an open container, or pour the contents
feet—at least once. If the creature you described or named is in out of a vial. You can move the hand up to 30 feet each time you
a different form, such as being under the effects of a polymorph use it.
spell, this spell doesn’t locate the creature. The hand can’t attack, activate magic items, or carry more than
This spell can’t locate a creature if running water at least 10 feet 10 pounds.
wide blocks a direct path between you and the creature.

Magic Circle 3rd-Level


Locate Object 2nd-Level
Casting Time: 1 minute Range: 10 feet
Casting Time: 1 action Range: Self Duration: 1 hour
Duration: Concentration, 10 minutes (holy water or powdered silver and iron worth at least 100 Bu,
Describe or name an object that is familiar to you. You sense the which the spell consumes)
direction to the object’s location, as long as that object is within You create a 10-foot-radius, 20-foot-tall cylinder of magical
1,000 feet of you. If the object is in motion, you know the direction energy centered on a point on the ground that you can see within
of its movement. range. Glowing runes appear wherever the cylinder intersects with
The spell can locate a specific object known to you, as long as you the floor or other surface.
have seen it up close—within 30 feet—at least once. Alternatively, Choose one or more of the following types of creatures: celestials,
the spell can locate the nearest object of a particular kind, such as elementals, fiends, or undead. The circle affects a creature of the
a certain kind of apparel, jewelry, furniture, tool, or weapon. chosen type in the following ways:
This spell can’t locate an object if any thickness of lead, even a • The creature can’t willingly enter the cylinder by nonmagical
thin sheet, blocks a direct path between you and the object. means. If the creature tries to use teleportation or interplanar
travel to do so, it must first succeed on a Charisma saving throw.
Longstrider 1st-Level • The creature has disadvantage on attack rolls against targets
within the cylinder.
Casting Time: 1 action Range: Touch • Targets within the cylinder can’t be charmed, frightened, or
Duration: 1 hour possessed by the creature.
You touch a creature. The target’s speed increases by 10 feet until When you cast this spell, you can elect to cause its magic to operate
the spell ends. in the reverse direction, preventing a creature of the specified type
from leaving the cylinder and protecting targets outside it.
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 At Higher Levels. When you cast this spell using a spell slot of 4th
level above 1st. level or higher, the duration increases by 1 hour for each slot level
above 3rd.

M Magic Jar 6th-Level


Mage Armor 1st-Level Casting Time: 1 minute Range: Self
Duration: Until dispelled
Casting Time: 1 action Range: Touch (a gem, crystal, reliquary, or some other ornamental container
Duration: 8 hours worth at least 500 Bu)
You touch a willing creature who isn’t wearing armor, and a Your body falls into a catatonic state as your soul leaves it and
protective magical force surrounds it until the spell ends. The enters the container you used for the spell’s material component.
target’s base AC becomes 13+ its Dexterity modifier. The spell While your soul inhabits the container, you are aware of your
ends if the target dons armor or if you dismiss the spell as an surroundings as if you were in the container’s space. You can’t
action. move or use reactions. The only action you can take is to project
your soul up to 100 feet out of the container, either returning to
your living body (and ending the spell) or attempting to possess a

CORE RULEBOOK | 247


humanoids body. of a statue), the magical mouth appears there so that the words
appear to come from the object’s mouth. When you cast this spell,
You can attempt to possess any humanoid within 100 feet of you
you can have the spell end after it delivers its message, or it can
that you can see (creatures warded by a protection from evil and
good or magic circle spell can’t be possessed). The target must remain and repeat its message whenever the trigger occurs.
make a Charisma saving throw. On a failure, your soul moves into The triggering circumstance can be as general or as detailed as
the target’s body, and the target’s soul becomes trapped in the you like, though it must be based on visual or audible conditions
container. On a success, the target resists your efforts to possess that occur within 30 feet of the object. For example, you could
it, and you can’t attempt to possess it again for 24 hours. instruct the mouth to speak when any creature moves within 30
Once you possess a creature’s body, you control it. Your game feet of the object or when a silver bell rings within 30 feet of it.
statistics are replaced by the statistics of the creature, though you
retain your alignment and your Intelligence, Wisdom, and Charisma
scores. You retain the benefit of your own class features. If the Magic Weapon 2nd-Level
target has any class levels, you can’t use any of its class features.
Casting Time: 1 bonus action Range: Touch
Meanwhile, the possessed creature’s soul can perceive from the
Duration: Concentration, up to 1 hour
container using its own senses, but it can’t move or take actions
at all. You touch a nonmagical weapon. Until the spell ends, that weapon
becomes a magic weapon with a +1 bonus to attack rolls and
While possessing a body, you can use your action to return
damage rolls.
from the host body to the container if it is within 100 feet of you,
returning the host creature’s soul to its body. If the host body dies At Higher Levels. When you cast this spell using a spell slot of 4th
while you’re in it, the creature dies, and you must make a Charisma level or higher, the bonus increases to +2. When you use a spell
saving throw against your own spellcasting DC. On a success, you slot of 6th level or higher, the bonus increases to +3.
return to the container if it is within 100 feet of you. Otherwise,

Magnificent Mansion 7th-Level


you die.
If the container is destroyed or the spell ends, your soul immediately
returns to your body. If your body is more than 100 feet away from Casting Time: 1 minute Range: 300 feet
you or if your body is dead when you attempt to return to it, you die.
If another creature’s soul is in the container when it is destroyed, Duration: 24 hours
the creature’s soul returns to its body if the body is alive and within (a miniature portal carved from ivory, a small piece of polished
100 feet. Otherwise, that creature dies. marble, and a tiny silver spoon, each item worth at least 5 Bu)
When the spell ends, the container is destroyed. You conjure an extradimensional dwelling in range that lasts for
the duration. You choose where its one entrance is located. The

Magic Missile 1st-Level


entrance shimmers faintly and is 5 feet wide and 10 feet tall. You
and any creature you designate when you cast the spell can enter
the extradimensional dwelling as long as the portal remains open.
Casting Time: 1 action Range: 120 feet You can open or close the portal if you are within 30 feet of it.
Duration: Instantaneous While closed, the portal is invisible.
You create three glowing darts of magical force. Each dart hits Beyond the portal is a magnificent foyer with numerous chambers
a creature of your choice that you can see within range. A dart beyond. The atmosphere is clean, fresh, and warm.
deals 1d4 + 1 force damage to its target. The darts all strike You can create any floor plan you like, but the space can’t exceed
simultaneously, and you can direct them to hit one creature or 50 cubes, each cube being 10 feet on each side. The place is
several. furnished and decorated as you choose. It contains sufficient food
At Higher Levels. When you cast this spell using a spell slot of 2nd to serve a nine-course banquet for up to 100 people. A staff of
level or higher, the spell creates one more dart for each slot level 100 near-transparent servants attends all who enter. You decide
above 1st. the visual appearance of these servants and their attire. They are
completely obedient to your orders. Each servant can perform any
task a normal human servant could perform, but they can’t attack
Magic Mouth (Ritual) 2nd-Level or take any action that would directly harm another creature.
Thus the servants can fetch things, clean, mend, fold clothes,
Casting Time: 1 minute Range: 30 feet light fires, serve food, pour wine, and so on. The servants can
go anywhere in the mansion but can’t leave it. Furnishings and
Duration: Until dispelled
other objects created by this spell dissipate into smoke if removed
You implant a message within an object in range, a message from the mansion. When the spell ends, any creatures inside the
that is uttered when a trigger condition is met. Choose an object extradimensional space are expelled into the open spaces nearest
that you can see and that isn’t being worn or carried by another to the entrance.
creature. Then speak the message, which must be 25 words or
less, though it can be delivered over as long as 10 minutes. Finally,
determine the circumstance that will trigger the spell to deliver Major Image 3rd-Level
your message.
When that circumstance occurs, a magical mouth appears Casting Time: 1 action Range: 120 feet
on the object and recites the message in your voice and at the Duration: Concentration, 10 minutes
same volume you spoke. If the object you chose has a mouth
You create the image of an object, a creature, or some other visible
or something that looks like a mouth (for example, the mouth

248 | DARKENERGY ROLEPLAYING GAME


phenomenon that is no larger than a 20-foot cube. The image At Higher Levels. When you cast this spell using a spell slot of
appears at a spot that you can see within range and lasts for the 4th level or higher, the healing increases by 1d4 for each slot level
duration. It seems completely real, including sounds, smells, and above 3rd.
temperature appropriate to the thing depicted. You can’t create
sufficient heat or cold to cause damage, a sound loud enough to
deal thunder damage or deafen a creature, or a smell that might Mass Suggestion 6th-Level
sicken a creature (like a troglodyte’s stench).
Casting Time: 1 action Range: 60 feet
As long as you are within range of the illusion, you can use your
action to cause the image to move to any other spot within range. Duration: 24 hours
As the image changes location, you can alter its appearance so You suggest a course of activity (limited to a sentence or two)
that its movements appear natural for the image. For example, if and magically influence up to twelve creatures of your choice
you create an image of a creature and move it, you can alter the that you can see within range and that can hear and understand
image so that it appears to be walking. Similarly, you can cause the you. Creatures that can’t be charmed are immune to this effect.
illusion to make different sounds at different times, even making it The suggestion must be worded in such a manner as to make the
carry on a conversation, for example. course of action sound reasonable. Asking the creature to stab
Physical interaction with the image reveals it to be an illusion, itself, throw itself onto a spear, immolate itself, or do some other
because things can pass through it. A creature that uses its obviously harmful act automatically negates the effect of the spell.
action to examine the image can determine that it is an illusion Each target must make a Wisdom saving throw. On a failed save,
with a successful Intelligence (Investigation) check against your it pursues the course of action you described to the best of its
spell save DC. If a creature discerns the illusion for what it is, the ability. The suggested course of action can continue for the entire
creature can see through the image, and its other sensory qualities duration. If the suggested activity can be completed in a shorter
become faint to the creature. time, the spell ends when the subject finishes what it was asked
At Higher Levels. When you cast this spell using a spell slot of 6th to do.
level or higher, the spell lasts until dispelled, without requiring your You can also specify conditions that will trigger a special activity
concentration. during the duration. For example, you might suggest that a group
of soldiers give all their money to the first beggar they meet. If

Mass Cure Wounds 5th-Level


the condition isn’t met before the spell ends, the activity isn’t
performed.
Casting Time: 1 action Range: 60 feet If you or any of your companions damage a creature affected by
this spell, the spell ends for that creature.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a 7th-level spell
A wave of healing energy washes out from a point of your choice slot, the duration is 10 days. When you use an 8th-level spell slot,
within range. Choose up to six creatures in a 30-foot-radius the duration is 30 days. When you use a 9th-level spell slot, the
sphere centered on that point. Each target regains hit points equal duration is a year and a day.
to 3d8 + your spellcasting ability modifier. This spell has no effect
on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of Maze 8th-Level
6th level or higher, the healing increases by 1d8 for each slot level
above 5th. Casting Time: 1 action Range: 60 feet
Duration: Concentration, 10 minutes

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

CORE RULEBOOK | 249


outside it are made with disadvantage. You remain aware of the its thoughts, divination spells, and the charmed condition. The
passage of time and can cast spells on yourself while merged in spell even foils wish spells and spells or effects of similar power
the stone. You can use your movement to leave the stone where used to affect the target’s mind or to gain information about the
you entered it, which ends the spell. You otherwise can’t move. target.
Minor physical damage to the stone doesn’t harm you, but its partial
destruction or a change in its shape (to the extent that you no
longer fit within it) expels you and deals 6d6 bludgeoning damage Minor Illusion Cantrip
to you. The stone’s complete destruction (or transmutation into a
Casting Time: 1 action Range: 30 feet
different substance) expels you and deals 50 bludgeoning damage
to you. If expelled, you fall prone in an unoccupied space closest to Duration: 1 minute
where you first entered. You create a sound or an image of an object within range that
lasts for the duration. The illusion also ends if you dismiss it as an

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.

Mind Blank 8th-Level Mirror Image 2nd-Level


Casting Time: 1 action Range: Touch
Casting Time: 1 action Range: Self
Duration: 24 hours
Duration: 1 minute
Until the spell ends, one willing creature you touch is immune to
Three illusory duplicates of yourself appear in your space. Until the
psychic damage, any effect that would sense its emotions or read

250 | DARKENERGY ROLEPLAYING GAME


spell ends, the duplicates move with you and mimic your actions, or create a memory of some other event.
shifting position so it’s impossible to track which image is real. You must speak to the target to describe how its memories are
You can use your action to dismiss the illusory duplicates. affected, and it must be able to understand your language for
Each time a creature targets you with an attack during the spell’s the modified memories to take root. Its mind fills in any gaps in
duration, roll a d20 to determine whether the attack instead targets the details of your description. If the spell ends before you have
one of your duplicates. finished describing the modified memories, the creature’s memory
isn’t altered. Otherwise, the modified memories take hold when
If you have three duplicates, you must roll a 6 or higher to change
the spell ends.
the attack’s target to a duplicate. With two duplicates, you must
roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A modified memory doesn’t necessarily affect how a creature
behaves, particularly if the memory contradicts the creature’s
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack
natural inclinations, alignment, or beliefs. An illogical modified
hits a duplicate, the duplicate is destroyed. A duplicate can be
memory, such as implanting a memory of how much the creature
destroyed only by an attack that hits it. It ignores all other damage
enjoyed dousing itself in acid, is dismissed, perhaps as a bad
and effects. The spell ends when all three duplicates are destroyed.
dream. The GM might deem a modified memory too nonsensical
A creature is unaffected by this spell if it can’t see, if it relies on to affect a creature in a significant manner.
senses other than sight, such as blindsight, or if it can perceive
A remove curse or greater restoration spell cast on the target
illusions as false, as with truesight.
restores the creature’s true memory.
At Higher Levels. If you cast this spell using a spell slot of 6th level
Mislead 5th-Level or higher, you can alter the target’s memories of an event that took
place up to 7 days ago (6th level), 30 days ago (7th level), 1 year
Casting Time: 1 action Range: Self ago (8th level), or any time in the creature’s past (9th level).
Duration: Concentration, up to 1 hour
You become invisible at the same time that an illusory double
of you appears where you are standing. The double lasts for the
Moonbeam 2nd-Level
duration, but the invisibility ends if you attack or cast a spell. Casting Time: 1 action Range: 120 feet
You can use your action to move your illusory double up to twice Duration: Concentration, up to 1 minute
your speed and make it gesture, speak, and behave in whatever
A silvery beam of pale light shines down in a 5-foot- radius,
way you choose.
40-foot-high cylinder centered on a point within range. Until the
You can see through its eyes and hear through its ears as if you spell ends, dim light fills the cylinder.
were located where it is. On each of your turns as a bonus action,
When a creature enters the spell’s area for the first time on a
you can switch from using its senses to using your own, or back
turn or starts its turn there, it is engulfed in ghostly flames that
again. While you are using its senses, you are blinded and deafened
cause searing pain, and it must make a Constitution saving throw.
in regard to your own surroundings.
It takes 2d10 radiant damage on a failed save, or half as much
damage on a successful one.
Misty Step 2nd-Level A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can’t assume
Casting Time: 1 bonus action Range: Self a different form until it leaves the spell’s light.
Duration: Instantaneous On each of your turns after you cast this spell, you can use an
Briefly surrounded by silvery mist, you teleport up to 30 feet to an action to move the beam 60 feet in any direction.
unoccupied space that you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level

Modify Memory 5th-Level


above 2nd.

Casting Time: 1 action Range: 30 feet Move Earth 6th-Level


Duration: Concentration, up to 1 minute
Casting Time: 1 action Range: 120 feet
You attempt to reshape another creature’s memories. One
creature that you can see must make a Wisdom saving throw. Duration: Concentration, 2 hours
If you are fighting the creature, it has advantage on the saving (an iron blade and a small bag containing a mixture of soils—clay,
throw. On a failed save, the target becomes charmed by you for the loam, and sand)
duration. The charmed target is incapacitated and unaware of its
Choose an area of terrain no larger than 40 feet on a side within
surroundings, though it can still hear you. If it takes any damage
range. You can reshape dirt, sand, or clay in the area in any
or is targeted by another spell, this spell ends, and none of the
manner you choose for the duration. You can raise or lower the
target’s memories are modified.
area’s elevation, create or fill in a trench, erect or flatten a wall, or
While this charm lasts, you can affect the target’s memory of an form a pillar. The extent of any such changes can’t exceed half the
event that it experienced within the last 24 hours and that lasted no area’s largest dimension. So, if you affect a 40-foot square, you
more than 10 minutes. You can permanently eliminate all memory can create a pillar up to 20 feet high, raise or lower the square’s
of the event, allow the target to recall the event with perfect clarity elevation by up to 20 feet, dig a trench up to 20 feet deep, and so
and exacting detail, change its memory of the details of the event, on. It takes 10 minutes for these changes to complete.

CORE RULEBOOK | 251


At the end of every 10 minutes you spend concentrating on the
spell, you can choose a new area of terrain to affect. Pass without Trace 2nd-Level
Because the terrain’s transformation occurs slowly, creatures Casting Time: 1 action Range: Self
in the area can’t usually be trapped or injured by the ground’s
movement. Duration: Concentration, up to 1 hour
This spell can’t manipulate natural stone or stone construction. A veil of shadows and silence radiates from you, masking you and
Rocks and structures shift to accommodate the new terrain. If your companions from detection.
the way you shape the terrain would make a structure unstable, it For the duration, each creature you choose within 30 feet of you
might collapse. (including you) has a +10 bonus to Dexterity (Stealth) checks and
Similarly, this spell doesn’t directly affect plant growth. The moved can’t be tracked except by magical means. A creature that receives
earth carries any plants along with it. this bonus leaves behind no tracks or other traces of its passage.

N Passwall 5th-Level
Casting Time: 1 action Range: 30 feet

Non-Detection 3rd-Level Duration: 1 hour


A passage appears at a point of your choice that you can see on
Casting Time: 1 action Range: Touch a wooden, plaster, or stone surface (such as a wall, a ceiling, or
Duration: 8 hours a floor) within range, and lasts for the duration. You choose the
opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet
For the duration, you hide a target that you touch from divination deep. The passage creates no instability in a structure surrounding
magic. The target can be a willing creature or a place or an object it.
no larger than 10 feet in any dimension. The target can’t be
targeted by any divination magic or perceived through magical When the opening disappears, any creatures or objects still in the
scrying sensors. passage created by the spell are safely ejected to an unoccupied
space nearest to the surface on which you cast the spell.

O Phantasmal Force 2nd-Level


Casting Time: 1 action Range: 60 feet
On and Off (TL 1) Cantrip Duration: Concentration, up to 1 minute
Casting Time: 1 action Range: 60 feet You craft an illusion that takes root in the mind of a creature that
Duration: Instantaneous you can see within range. The target must make an Intelligence
saving throw. On a failed save, you create a phantasmal object,
You can activate or deactivate any electronic device within range, creature, or other visible phenomenon of your choice that is no
as long as the device has a clearly defined on or off function that larger than a 10-foot cube and that is perceivable only to the target
can be easily accessed from the outside of the device. for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli,
P also evident only to the creature.
The target can use its action to examine the phantasm with an
Intelligence (Investigation) check against your spell save DC. If
Panic Line 1st-Level the check succeeds, the target realizes that the phantasm is an
illusion, and the spell ends.
Casting Time: 1 action Range: 30 feet While a target is affected by the spell, the target treats the
Duration: Concentration, up to 1 Minute phantasm as if it were real. The target rationalizes any illogical
outcomes from interacting with the phantasm. For example, a
You summon a 50 foot long, 15 foot tall and 10 foot thick invisible target attempting to walk across a phantasmal bridge that spans
wall of mystical energy to impede foes passage that extends from a chasm falls once it steps onto the bridge. If the target survives
a point you choose within range. Before you cast the spell, choose the fall, it still believes that the bridge exists and comes up with
who may pass through it. Those who are chosen may walk through some other explanation for its fall it was pushed, it slipped, or a
unimpeded. Anyone else must make a Constitution Saving Throw strong wind might have knocked it off.
(DC 15) after entering the Line. If they succeed, they move forward
5 feet and must roll again for the next five feet. If they fail, they are An affected target is so convinced of the phantasm’s reality that
consumed with fear and are forced to retreat from the Line until it can even take damage from the illusion. A phantasm created to
they are out of movement. appear as a creature can attack the target. Similarly, a phantasm
created to appear as fire, a pool of acid, or lava can burn the target.
At Higher Levels. If you cast this spell using a spell slot of 2nd Each round on your turn, the phantasm can deal 1d6 psychic
level or higher, the thickness increases by 5 feet for each slot level damage to the target if it is in the phantasm’s area or within 5
above 1st (to a maximum of 20 feet). feet of the phantasm, provided that the illusion is of a creature or
hazard that could logically deal damage, such as by attacking. The
target perceives the damage as a type appropriate to the illusion.

252 | DARKENERGY ROLEPLAYING GAME


(up to 10 days) requires 10,000 Bu per day. The GM can adjust
Phantasmal Killer 4th-Level these payments based on the circumstances under which you
cast the spell. If the task is aligned with the creature’s ethos, the
Casting Time: 1 action Range: 120 feet payment might be halved or even waived. Nonhazardous tasks
Duration: Concentration, up to 1 minute typically require only half the suggested payment, while especially
dangerous tasks might require a greater gift. Creatures rarely
You tap into the nightmares of a creature you can see within range accept tasks that seem suicidal.
and create an illusory manifestation of its deepest fears, visible
only to that creature. The target must make a Wisdom saving After the creature completes the task, or when the agreed-upon
throw. On a failed save, the target becomes frightened for the duration of service expires, the creature returns to its home
duration. At the start of each of the target’s turns before the spell plane after reporting back to you, if appropriate to the task and
ends, the target must succeed on a Wisdom saving throw or take if possible. If you are unable to agree on a price for the creature’s
4d10 psychic damage. On a successful save, the spell ends. service, the creature immediately returns to its home plane.
At Higher Levels. When you cast this spell using a spell slot of 5th A creature enlisted to join your group counts as a member of it,
level or higher, the damage increases by 1d10 for each slot level receiving a full share of experience points awarded.
above 4th.

Planar Binding 5th-Level


Phantom Steed (Ritual) 3rd-Level Casting Time: 1 hour Range: 60 feet
Casting Time: 1 minute Range: 30 feet Duration: 24 hours
Duration: 1 hour With this spell, you attempt to bind a celestial, an elemental or
A Large quasi-real, horse-like creature appears on the ground in a fiend to your service. The creature must be within range for
an unoccupied space of your choice within range. You decide the the entire casting of the spell. (Typically, the creature is first
creature’s appearance, but it is equipped with a saddle, bit, and summoned into the center of an inverted magic circle in order
bridle. Any of the equipment created by the spell vanishes in a puff to keep it trapped while this spell is cast.) At the completion of
of smoke if it is carried more than 10 feet away from the steed. the casting, the target must make a Charisma saving throw. On a
failed save, it is bound to serve you for the duration. If the creature
For the duration, you or a creature you choose can ride the steed. was summoned or created by another spell, that spell’s duration is
The creature uses the statistics for a riding horse, except it has a extended to match the duration of this spell.
speed of 100 feet and can travel 10 miles in an hour, or 13 miles at
a fast pace. When the spell ends, the steed gradually fades, giving A bound creature must follow your instructions to the best of its
the rider 1 minute to dismount. The spell ends if you use an action ability. You might command the creature to accompany you on
to dismiss it or if the steed takes any damage. an adventure, to guard a location, or to deliver a message. The
creature obeys the letter of your instructions, but if the creature
is hostile to you, it strives to twist your words to achieve its own
Planar Ally 6th-Level objectives. If the creature carries out your instructions completely
before the spell ends, it travels to you to report this fact if you are
Casting Time: 10 minutes Range: 60 feet on the same plane of existence. If you are on a different plane of
existence, it returns to the place where you bound it and remains
Duration: Instantaneous
there until the spell ends.
You beseech an otherworldly entity for aid. The being must be
At Higher Levels. When you cast this spell using a spell slot of a
known to you: a god, a primordial, a demon prince, or some other
higher level, the duration increases to 10 days with a 6th-level slot,
being of cosmic power. That entity sends a celestial, an elemental,
to 30 days with a 7th-level slot, to 180 days with an 8th-level slot,
or a fiend loyal to it to aid you, making the creature appear in an
and to a year and a day with a 9th-level spell slot.
unoccupied space within range. If you know a specific creature’s
name, you can speak that name when you cast this spell to request
that creature, though you might get a different creature anyway
(GM’s choice).
Plane Shift 7th-Level
When the creature appears, it is under no compulsion to behave in Casting Time: 1 action Range: Touch
any particular way. You can ask the creature to perform a service in Duration: Instantaneous
exchange for payment, but it isn’t obliged to do so. The requested
task could range from simple (fly us across the chasm, or help us (a forked, metal rod worth at least 250 Bu, attuned to a particular
fight a battle) to complex (spy on our enemies, or protect us during plane of existence)
our foray into the dungeon). You must be able to communicate You and up to eight willing creatures who link hands in a circle
with the creature to bargain for its services. are transported to a different plane of existence. You can specify
Payment can take a variety of forms. A celestial might require a a target destination in general terms, such as the Valhalla within
sizable donation of gold or magic items to an allied temple, while the Kingdom of Heaven or the palace of Baphomet in Tartarus, and
a fiend might demand a living sacrifice or a gift of treasure. Some you appear in or near that destination. If you are trying to reach
creatures might exchange their service for a quest undertaken by Valhalla, for example, you might arrive beneath the golden tree
you. Glasir, just outside the hall, at the GM’s discretion.
As a rule of thumb, a task that can be measured in minutes Alternatively, if you know the sigil sequence of a teleportation
requires a payment worth 100 Bu per minute. A task measured circle on another plane of existence, this spell can take you to
in hours requires 1,000 Bu per hour. And a task measured in days that circle. If the teleportation circle is too small to hold all the

CORE RULEBOOK | 253


creatures you transported, they appear in the closest unoccupied
spaces next to the circle. Pocket Universe 8th-Level
You can use this spell to banish an unwilling creature to another Casting Time: 1 action Range: 60 feet
plane. Choose a creature within your reach and make a melee spell
attack against it. On a hit, the creature must make a Charisma Duration: 1 hour
saving throw. If the creature fails this save, it is transported to a You create a shadowy door on a flat solid surface that you can see
random location on the plane of existence you specify. A creature within range. The door is large enough to allow Medium creatures
so transported must find its own way back to your current plane to pass through unhindered. When opened, the door leads to
of existence. a pocket universe that appears to be an empty room 30 feet in
each dimension, made of wood or stone. When the spell ends, the

Plant Growth 3rd-Level


door disappears, and any creatures or objects inside the pocket
universe remain trapped there, as the door also disappears from
the other side.
Casting Time: 1 action or 8 hours Range: 150 feet
Each time you cast this spell, you can create a new pocket
Duration: Instantaneous universe, or have the shadowy door connect to a pocket universe
This spell channels vitality into plants within a specific area. There you created with a previous casting of this spell. Additionally, if
are two possible uses for the spell, granting either immediate or you know the nature and contents of a pocket universe created
long-term benefits. by a casting of this spell by another creature, you can have the
shadowy door connect to its pocket universe instead.
If you cast this spell using 1 action, choose a point within range.
All normal plants in a 100-foot radius centered on that point
become thick and overgrown. A creature moving through the area
must spend 4 feet of movement for every 1 foot it moves.
Poison Spray Cantrip
You can exclude one or more areas of any size within the spell’s Casting Time: 1 action Range: 10 feet
area from being affected. Duration: Instantaneous
If you cast this spell over 8 hours, you enrich the land. All plants You extend your hand toward a creature you can see within range
in a half-mile radius centered on a point within range become and project a puff of noxious gas from your palm. The creature
enriched for 1 year. The plants yield twice the normal amount of must succeed on a Constitution saving throw or take 1d12 poison
food when harvested. damage.
At Higher Levels. This spell’s damage increases by 1d12 when you
Pocket Nuke (TL 1) 10th-Level reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Casting Time: 1 action Range: 600 feet


Duration: Instantaneous
Polymorph 4th-Level
(uranium worth 6,000 Bu, which the spell consumes) Casting Time: 1 action Range: 60 feet
A spherical bomb streaks forth from your hand at a point within Duration: Concentration, up to 1 hour
range that you can see that explodes into a highly radioactive This spell transforms a creature that you can see within range into
cloud in a 60 foot radius sphere. Each creature within the area a new form. An unwilling creature must make a Wisdom saving
must make a Constitution saving throw. On a failed save, a throw to avoid the effect. A shapechanger automatically succeeds
creature takes 10d12 fire damage, 10d12 radiation damage, and on this saving throw.
10d12 force damage. On successful save, it takes half as much
damage. The transformation lasts for the duration, or until the target
drops to 0 hit points or dies. The new form can be any beast
After this bomb explodes, the cloud lingers for 24 hours. A strong whose challenge rating is equal to or less than the target’s (or the
wind (about 40 miles per hour) disperses this cloud after about 6 target’s level, if it doesn’t have a challenge rating). The target’s
hours. Creatures that start their turns within the cloud or enter its game statistics, including mental ability scores, are replaced by
area for the first time take 5d6 radiation damage. the statistics of the chosen beast. It retains its alignment and
You can refrain from firing the bomb after completing the spell, personality.
if you wish. A small metal ball about the size of a cannon ball, The target assumes the hit points of its new form. When it reverts
appears in your hand. At any time, you or a creature you give the to its normal form, the creature returns to the number of hit points
bomb to can throw the bomb (to a range of 40 feet) or fire it out of it had before it transformed. If it reverts as a result of dropping to 0
a cannon or a shoulder cannon (to the weapon’s maximum range). hit points, any excess damage carries over to its normal form. As
It explodes on impact, with the same effect as the normal casting long as the excess damage doesn’t reduce the creature’s normal
of the spell. You can also set the bomb down without shattering it. form to 0 hit points, it isn’t knocked unconscious.
After 1 minute, if the bomb hasn’t already, it explodes.
The creature is limited in the actions it can perform by the nature
of its new form, and it can’t speak, cast spells, or take any other
action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t
activate, use, wield, or otherwise benefit from any of its equipment.

254 | DARKENERGY ROLEPLAYING GAME


Power Simple Device (TL 1) 1st-Level Prayer of Healing 2nd-Level
Casting Time: 1 action Range: Touch Casting Time: 10 minutes Range: 30 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You touch an electrical or mechanical device that requires a power Up to six creatures of your choice that you can see within range
source. For the duration of the spell, the device functions exactly each regain hit points equal to 2d8 + your spellcasting ability
as it normally would if it had conventional power. modifier. This spell has no effect on undead or constructs.
This spell can affect any household or handheld device, or At Higher Levels. When you cast this spell using a spell slot of
general-purpose vehicle. Larger or more intricate devices cannot 3rd level or higher, the healing increases by 1d8 for each slot level
be powered with this spell. above 2nd.

Power Word Blind 7th-Level Prestidigitation Cantrip


Casting Time: 1 action Range: 60 feet Casting Time: 1 action Range: 10 feet
Duration: Instantaneous Duration: Up to 1 hour
(must be spoken) This spell is a minor magical trick that novice spellcasters use for
practice. You create one of the following magical effects within
You speak a word of power that destroys the senses of one
range:
creature you can see within range, leaving it utterly blinded. If the
target has 150 hit points or fewer, it is blinded. Otherwise, the spell • You create an instantaneous, harmless sensory effect, such as
has no effect. The blinded target must make a Constitution saving a shower of sparks, a puff of wind, faint musical notes, or an odd
throw at the end of each of its turns. On a successful save, the odor.
spell ends. • You instantaneously light or snuff out a candle, a torch, or a
small campfire.
Power Word Heal 9th-Level • You instantaneously clean or soil an object no larger than 1
cubic foot.
Casting Time: 1 Action Range: Touch • You chill, warm, or flavor up to 1 cubic foot of nonliving material
Duration: Instantaneous for 1 hour.
(must be spoken) • You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
A wave of healing energy washes over the creature you touch.
The target regains all its hit points. If the creature is charmed, • You create a nonmagical trinket or an illusory image that can fit
frightened, paralyzed, or stunned, the condition ends. If the in your hand and that lasts until the end of your next turn.
creature is prone, it can use its reaction to stand up. This spell has If you cast this spell multiple times, you can have up to three of its
no effect on undead or constructs. non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.
Power Word Kill 10th-Level
Casting Time: 1 action Range: 60 feet
Prismatic Spray 7th-Level
Duration: Instantaneous Casting Time: 1 action Range: Self (60-foot cone)
(must be spoken) Duration: Instantaneous
You utter a word of power that can compel one creature you can Eight multicolored rays of light flash from your hand. Each ray
see within range to die instantly. If the creature you choose has is a different color and has a different power and purpose. Each
100 hit points or fewer, it dies. Otherwise, the spell has no effect. creature in a 60-foot cone must make a Dexterity saving throw. For
each target, roll a d8 to determine which color ray affects it.

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

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it successfully saves three times, the spell ends. If it fails its save 5. Blue. The creature takes 10d6 cold damage on a failed save,
three times, it permanently turns to stone and is subjected to the or half as much damage on a successful one. This layer can be
petrified condition. The successes and failures don’t need to be destroyed by dealing at least 25 fire damage to it.
consecutive; keep track of both until the target collects three of
6. Indigo. On a failed save, the creature is restrained. It must then
a kind.
make a Constitution saving throw at the end of each of its turns. If
7. Violet. On a failed save, the target is blinded. It must then make it successfully saves three times, the spell ends. If it fails its save
a Wisdom saving throw at the start of your next turn. A successful three times, it permanently turns to stone and is subjected to the
save ends the blindness. If it fails that save, the creature is petrified condition. The successes and failures don’t need to be
transported to another plane of existence of the GM’s choosing consecutive; keep track of both until the creature collects three
and is no longer blinded. (Typically, a creature that is on a plane of a kind.
that isn’t its home plane is banished home, while other creatures
While this layer is in place, spells can’t be cast through the wall.
are usually cast into the Astral or Ethereal planes.) The layer is destroyed by bright light shed by a daylight spell or a
8. Special. The target is struck by two rays. Roll twice more, similar spell of equal or higher level.
rerolling any 8.
7. Violet. On a failed save, the creature is blinded. It must then
make a Wisdom saving throw at the start of your next turn. A
Prismatic Wall 9th-Level successful save ends the blindness. If it fails that save, the
creature is transported to another plane of the GM’s choosing and
is no longer blinded. (Typically, a creature that is on a plane that
Casting Time: 1 action Range: 60 feet
isn’t its home plane is banished home, while other creatures are
Duration: 10 minutes usually cast into Limbo.) This layer is destroyed by a dispel magic
A shimmering, multicolored plane of light forms a vertical opaque spell or a similar spell of equal or higher level that can end spells
wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on and magical effects.
a point you can see within range. Alternatively, you can shape the

Private Sanctum 4th-Level


wall into a sphere up to 30 feet in diameter centered on a point you
choose within range. The wall remains in place for the duration. If
you position the wall so that it passes through a space occupied
by a creature, the spell fails, and your action and the spell slot are Casting Time: 10 minutes Range: 120 feet
wasted. Duration: 24 hours
The wall sheds bright light out to a range of 100 feet and dim light (a thin sheet of lead, a piece of opaque glass, a wad of cotton or
for an additional 100 feet. You and creatures you designate at the cloth, and powdered chrysolite)
time you cast the spell can pass through and remain near the wall
You make an area within range magically secure. The area is a
without harm. If another creature that can see the wall moves
cube that can be as small as 5 feet to as large as 100 feet on each
to within 20 feet of it or starts its turn there, the creature must
side. The spell lasts for the duration or until you use an action to
succeed on a Constitution saving throw or become blinded for 1
dismiss it.
minute.
When you cast the spell, you decide what sort of security the spell
The wall consists of seven layers, each with a different color. When
provides, choosing any or all of the following properties:
a creature attempts to reach into or pass through the wall, it does
so one layer at a time through all the wall’s layers. As it passes or Sound can’t pass through the barrier at the edge of the warded
reaches through each layer, the creature must make a Dexterity area.
saving throw or be affected by that layer’s properties as described The barrier of the warded area appears dark and foggy, preventing
below. vision (including darkvision) through it.
The wall can be destroyed, also one layer at a time, in order Sensors created by divination spells can’t appear inside the
from red to violet, by means specific to each layer. Once a layer protected area or pass through the barrier at its perimeter.
is destroyed, it remains so for the duration of the spell. A rod of
cancellation destroys a prismatic wall, but an antimagic field has Creatures in the area can’t be targeted by divination spells.
no effect on it. Nothing can teleport into or out of the warded area.
1. Red. The creature takes 10d6 fire damage on a failed save, or Planar travel is blocked within the warded area.
half as much damage on a successful one. While this layer is in
Casting this spell on the same spot every day for a year makes this
place, nonmagical ranged attacks can’t pass through the wall. The
effect permanent.
layer can be destroyed by dealing at least 25 cold damage to it.
At Higher Levels: When you cast this spell using a spell slot of 5th
2. Orange. The creature takes 10d6 acid damage on a failed save,
level or higher, you can increase the size of the cube by 100 feet
or half as much damage on a successful one. While this layer is
for each slot level beyond 4th. Thus you could protect a cube that
in place, magical ranged attacks can’t pass through the wall. The
can be up to 200 feet on one side by using a spell slot of 5th level.
layer is destroyed by a strong wind.
3. Yellow. The creature takes 10d6 lightning damage on a failed
save, or half as much damage on a successful one. This layer can Produce Flame Cantrip
be destroyed by dealing at least 60 force damage to it.
Casting Time: 1 action Range: Self
4. Green. The creature takes 10d6 poison damage on a failed save,
or half as much damage on a successful one. A passwall spell, or Duration: 10 minutes
another spell of equal or greater level that can open a portal on a A flickering flame appears in your hand. The flame remains there
solid surface, destroys this layer. for the duration and harms neither you nor your equipment. The

256 | DARKENERGY ROLEPLAYING GAME


flame sheds bright light in a 10-foot radius and dim light for an spell save DC. If a creature discerns the illusion for what it is,
additional 10 feet. The spell ends if you dismiss it as an action or the creature can see through the image, and any noise it makes
if you cast it again. sounds hollow to the creature.
You can also attack with the flame, although doing so ends the
spell. When you cast this spell, or as an action on a later turn,
you can hurl the flame at a creature within 30 feet of you. Make Protection from Bullets (TL 1) 2nd-Level
a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Casting Time: Attack action Range: Touch
At Higher Levels: This spell’s damage increases by 1d8 when you
Duration: 10 minutes
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The warded creature gains resistance to firearms that fire bullets.
For the duration, the willing creature you touch has resistance to
Programmed Illusion 6th-Level ballistic damage.

Casting Time: 1 action Range: 120 feet


Duration: Until dispelled Protection from Energy 3rd-Level
You create an illusion of an object, a creature, or some other Casting Time: 1 action Range: Touch
visible phenomenon within range that activates when a specific
Duration: Concentration, up to 1 hour
condition occurs. The illusion is imperceptible until then. It must
be no larger than a 30-foot cube, and you decide when you cast For the duration, the willing creature you touch has resistance
the spell how the illusion behaves and what sounds it makes. This to one damage type of your choice: acid, cold, fire, lightning, or
scripted performance can last up to 5 minutes. thunder.
When the condition you specify occurs, the illusion springs into
existence and performs in the manner you described. Once the
illusion finishes performing, it disappears and remains dormant
Protection from Evil and Good 1st-Level
for 10 minutes. After this time, the illusion can be activated again. Casting Time: 1 action Range: Touch
The triggering condition can be as general or as detailed as you Duration: Concentration, 10 minutes
like, though it must be based on visual or audible conditions that
occur within 30 feet of the area. For example, you could create an (holy water or powdered silver and iron, which the spell consumes)
illusion of yourself to appear and warn off others who attempt to Until the spell ends, one willing creature you touch is protected
open a trapped door, or you could set the illusion to trigger only against certain types of creatures: aberrations, celestials,
when a creature says the correct word or phrase. elementals, fiends, and undead.
Physical interaction with the image reveals it to be an illusion, The protection grants several benefits. Creatures of those types
because things can pass through it. A creature that uses its have disadvantage on attack rolls against the target. The target
action to examine the image can determine that it is an illusion also can’t be charmed, frightened, or possessed by them. If the
with a successful Intelligence (Investigation) check against your target is already charmed, frightened, or possessed by such a
spell save DC. If a creature discerns the illusion for what it is, creature, the target has advantage on any new saving throw
the creature can see through the image, and any noise it makes against the relevant effect.
sounds hollow to the creature.

Protection from Poison 2nd-Level


Project Image 7th-Level
Casting Time: 1 action Range: Touch
Casting Time: 1 action Range: 500 miles
Duration: 1 hour
Duration: Concentration, up to 1 day
You touch a creature. If it is poisoned, you neutralize the poison. If
You create an illusory copy of yourself that lasts for the duration. more than one poison afflicts the target, you neutralize one poison
The copy can appear at any location within range that you have that you know is present, or you neutralize one at random.
seen before, regardless of intervening obstacles. The illusion
For the duration, the target has advantage on saving throws
looks and sounds like you but is intangible. If the illusion takes
against being poisoned, and it has resistance to poison damage.
any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your
speed, and make it gesture, speak, and behave in whatever way Purify Food and Drink (Ritual) 1st-Level
you choose. It mimics your mannerisms perfectly.
Casting Time: 1 action Range: 10 feet
You can see through its eyes and hear through its ears as if you
were in its space. On your turn as a bonus action, you can switch Duration: Instantaneous
from using its senses to using your own, or back again. While you All nonmagical food and drink within a 5-foot-radius sphere
are using its senses, you are blinded and deafened in regard to centered on a point of your choice within range is purified and
your own surroundings. rendered free of poison and disease.
Physical interaction with the image reveals it to be an illusion,
because things can pass through it. A creature that uses its
action to examine the image can determine that it is an illusion
with a successful Intelligence (Investigation) check against your

CORE RULEBOOK | 257


range. Make a ranged spell attack against the target. On a hit, it
Q takes 1d8 cold damage, and its speed is reduced by 10 feet until
the start of your next turn.
At Higher Levels: The spell’s damage increases by 1d8 when you
Quick Load (TL 1) 4th-Level reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Casting Time: 1 Action Range: Touch


Duration: Instantaneous
Ray of Sickness 1st-Level
You touch the firearm and ammo of a willing creature, if the Casting Time: 1 action Range: 60 feet
creature has pieces of nonmagical ammunition in their inventory. Duration: Instantaneous
The ammunition disappears into time and space in order to appear
later in the firearm. When the reload count of their firearm reaches A ray of sickening greenish energy lashes out toward a creature
0, the bullets appear right inside the firearm, instantly raising it’s within range. Make a ranged spell attack against the target.
reload count. On a hit, the target takes 2d8 poison damage and must make a
Constitution saving throw. On a failed save, it is also poisoned
until the end of your next turn.
R 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
above 1st.
Raise Dead 5th-Level
Casting Time: 1 hour Range: Touch Redacted Photos (TL 1) 2nd-Level
Duration: Instantaneous Casting Time: 1 action Range: Self
You return a dead creature you touch to life, provided that it has Duration: 1 hour
been dead no longer than 10 days. If the creature’s soul is both
willing and at liberty to rejoin the body, the creature returns to life Photos taken of you show your body completely blacked out, as if
with 1 hit point. your image had been redacted. You are visible to the person taking
the photo, only the photograph itself is blackened.
This spell also neutralizes any poisons and cures nonmagical
diseases that affected the creature at the time it died. This spell This does not effect video.
doesn’t, however, remove magical diseases, curses, or similar
effects; if these aren’t first removed prior to casting the spell, they
take effect when the creature returns to life. The spell can’t return Regenerate 7th-Level
an undead creature to life.
Casting Time: 1 minute Range: Touch
This spell closes all mortal wounds, but it doesn’t restore missing
Duration: 1 hour
body parts. If the creature is lacking body parts or organs integral
for its survival—its head, for instance—the spell automatically You touch a creature and stimulate its natural healing ability. The
fails. target regains 4d8 + 15 hit points. For the duration of the spell, the
target regains 1 hit point at the start of each of its turns (10 hit
Coming back from the dead is an ordeal. The target takes a -4
points each minute).
penalty to all attack rolls, saving throws, and ability checks. Every
time the target finishes a long rest, the penalty is reduced by 1 until The target’s severed body members (fingers, legs, tails, and so on),
it disappears. if any, are restored after 2 minutes. If you have the severed part
and hold it to the stump, the spell instantaneously causes the limb
to knit to the stump.
Ray of Enfeeblement 2nd-Level
Casting Time: 1 action Range: 60 feet Reincarnate 5th-Level
Duration: Concentration, up to 1 minute
Casting Time: 1 hour Range: Touch
A black beam of enervating energy springs from your finger toward
Duration: Instantaneous
a creature within range. Make a ranged spell attack against the
target. On a hit, the target deals only half damage with weapon (rare oils and unguents worth at least 1,000 Bu, which the spell
attacks that use Strength until the spell ends. consumes)
At the end of each of the target’s turns, it can make a Constitution You touch a dead humanoid or a piece of a dead humanoid.
saving throw against the spell. On a success, the spell ends. Provided that the creature has been dead no longer than 10 days,
the spell forms a new adult body for it and then calls the soul to
enter that body. If the target’s soul isn’t free or willing to do so, the
Ray of Frost Cantrip spell fails.
The magic fashions a new body for the creature to inhabit, which
Casting Time: 1 action Range: 60 feet
likely causes the creature’s race to change. The GM rolls a d100
Duration: Instantaneous and consults the following table to determine what form the
A frigid beam of blue-white light streaks toward a creature within creature takes when restored to life, or the GM chooses a form.

258 | DARKENERGY ROLEPLAYING GAME


The reincarnated creature recalls its former life and experiences. parts.
It retains the capabilities it had in its original form, except it Coming back from the dead is an ordeal. The target takes a -4
exchanges its original race for the new one and changes its racial penalty to all attack rolls, saving throws, and ability checks. Every
traits accordingly. time the target finishes a long rest, the penalty is reduced by 1 until
it disappears.
Remove Curse 3rd-Level Casting this spell to restore life to a creature that has been dead
for one year or longer taxes you greatly. Until you finish a long
Casting Time: 1 action Range: Touch rest, you can’t cast spells again, and you have disadvantage on all
attack rolls, ability checks, and saving throws.
Duration: Instantaneous
At your touch, all curses affecting one creature or object end. If
the object is a cursed magic item, its curse remains, but the spell Reverb 3rd-Level
breaks its owner’s attunement to the object so it can be removed
or discarded. Casting Time: 1 action Range: Touch
Duration: Concentration, up to 1 minute
Repair Major Device (TL 1) 5th-Level You touch a creature and words appear along the appendage you
touched, causing the target to be bombarded with sound. As an
Casting Time: One action Range: Touch action, you touch a creature and think of a word or sound. The
creature must then make a Wisdom saving throw against your
Duration: Instantaneous
spell save DC. The creature must make this saving throw at the
This spell repairs an electronic or mechanical device that has start of each of its turns until the spell ends. If the creature fails, it
taken damage and is no longer functional. This spell can affect must suffer one of the following effects:
intricate devices and large pieces of machinery.
-You think of a sound, such as thunk, whap, or bam. This sound
then loudly bombards the creature’s ears, causing them to be
Repair Minor Device (TL 1) 1st-Level stunned and deals 1d6 + 2 psychic damage at the end of each
of it’s turns. The sound stops if the creature succeeds the saving
Casting Time: One action Range: Touch throw.

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.

Resistance Cantrip Reverse Gravity 7th-Level


Casting Time: 1 action Range: Touch Casting Time: 1 action Range: 100 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the This spell reverses gravity in a 50-foot-radius, 100-foot high
target can roll a d4 and add the number rolled to one saving throw cylinder centered on a point within range. All creatures and
of its choice. It can roll the die before or after making the saving objects that aren’t somehow anchored to the ground in the area
throw. The spell then ends. fall upward and reach the top of the area when you cast this spell.
A creature can make a Dexterity saving throw to grab onto a fixed
object it can reach, thus avoiding the fall.
Resurrection 7th-Level If some solid object (such as a ceiling) is encountered in this fall,
falling objects and creatures strike it just as they would during
Casting Time: 1 hour Range: Touch
a normal downward fall. If an object or creature reaches the top
Duration: Instantaneous of the area without striking anything, it remains there, oscillating
(a diamond worth at least 1,000 Bu, which the spell consumes) slightly, for the duration.

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

CORE RULEBOOK | 259


a creature that has died of old age, nor can it restore any missing area effects, such as the explosion of a fireball.
body parts. If the warded creature makes an attack or casts a spell that affects
an enemy creature, this spell ends.
Rope Trick 2nd-Level
Casting Time: 1 action Range: Touch Scorching Ray 2nd-Level
Duration: 1 hour Casting Time: 1 action Range: 120 feet
You touch a length of rope that is up to 60 feet long. One end of the Duration: Instantaneous
rope then rises into the air until the whole rope hangs perpendicular
You create three rays of fire and hurl them at targets within range.
to the ground. At the upper end of the rope, an invisible entrance You can hurl them at one target or several.
opens to an pocket universe space that lasts until the spell ends.
Make a ranged spell attack for each ray. On a hit, the target takes
The pocket universe space can be reached by climbing to the
2d6 fire damage.
top of the rope. The space can hold as many as eight Medium or
smaller creatures. The rope can be pulled into the space, making At Higher Levels. When you cast this spell using a spell slot of 3rd
the rope disappear from view outside the space. level or higher, you create one additional ray for each slot level
above 2nd.
Attacks and spells can’t cross through the entrance into or out of
the pocket universe space, but those inside can see out of it as if
through a 3-foot-by-5-foot window centered on the rope.
Scrying 5th-Level
Anything inside the pocket universe space drops out when the
spell ends. Casting Time: 10 minutes Range: Self
Duration: Concentration, 10 minutes

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

260 | DARKENERGY ROLEPLAYING GAME


the spell’s effect ends. This effect ends if you cast this spell again, (a powder composed of diamond, emerald, ruby, and sapphire dust
if the smaller replica chest is destroyed, or if you choose to end the worth at least 5,000 Bu, which the spell consumes)
spell as an action. If the spell ends and the larger chest is in Limbo, By means of this spell, a willing creature or an object can be hidden
it is irretrievably lost. away, safe from detection for the duration. When you cast the spell
and touch the target, it becomes invisible and can’t be targeted by
See Invisibility 2nd-Level divination spells or perceived through scrying sensors created by
divination spells.
Casting Time: 1 action Range: Self If the target is a creature, it falls into a state of suspended
animation. Time ceases to flow for it, and it doesn’t grow older.
Duration: 1 hour
You can set a condition for the spell to end early. The condition
For the duration, you see invisible creatures and objects as if they
can be anything you choose, but it must occur or be visible within
were visible, and you can see into the Ethereal Plane. Ethereal
1 mile of the target. Examples include “after 1,000 years” or “when
creatures and objects appear ghostly and translucent.
the Mothman awakens.” This spell also ends if the target takes
any damage.
Seeming 5th-Level
Casting Time: 1 action Range: 30 feet Shapechange 9th-Level
Duration: 8 hours Casting Time: 1 action Range: Self
This spell allows you to change the appearance of any number of Duration: Concentration, up to 1 hour
creatures that you can see within range. You give each target you
(a jade circlet worth at least 1,500 Bu, which you must place on
choose a new, illusory appearance. An unwilling target can make a
your head before you cast the spell)
Charisma saving throw, and if it succeeds, it is unaffected by this
spell. You assume the form of a different creature for the duration. The
new form can be of any creature with a challenge rating equal to
The spell disguises physical appearance as well as clothing, armor,
your level or lower. The creature can’t be a construct or an undead,
weapons, and equipment. You can make each creature seem 1
and you must have seen the sort of creature at least once. You
foot shorter or taller and appear thin, fat, or in between. You can’t
transform into an average example of that creature, one without
change a target’s body type, so you must choose a form that has
any class levels or the Spellcasting trait.
the same basic arrangement of limbs. Otherwise, the extent of the
illusion is up to you. The spell lasts for the duration, unless you Your game statistics are replaced by the statistics of the chosen
use your action to dismiss it sooner. creature, though you retain your alignment and Intelligence,
Wisdom, and Charisma scores. You also retain all of your skill
The changes wrought by this spell fail to hold up to physical
and saving throw proficiencies, in addition to gaining those of the
inspection. For example, if you use this spell to add a hat to a
creature. If the creature has the same proficiency as you and the
creature’s outfit, objects pass through the hat, and anyone who
bonus listed in its statistics is higher than yours, use the creature’s
touches it would feel nothing or would feel the creature’s head and
bonus in place of yours. You can’t use any legendary actions or
hair. If you use this spell to appear thinner than you are, the hand
lair actions of the new form.
of someone who reaches out to touch you would bump into you
while it was seemingly still in midair. You assume the hit points and Hit Dice of the new form. When
you revert to your normal form, you return to the number of hit
A creature can use its action to inspect a target and make an
points you had before you transformed. If you revert as a result of
Intelligence (Investigation) check against your spell save DC. If it
dropping to 0 hit points, any excess damage carries over to your
succeeds, it becomes aware that the target is disguised.
normal form. As long as the excess damage doesn’t reduce your
normal form to 0 hit points, you aren’t knocked unconscious.
Sending 3rd-Level You retain the benefit of any features from your class, race, or
other source and can use them, provided that your new form is
Casting Time: 1 action Range: Unlimited physically capable of doing so. You can’t use any special senses
Duration: 1 round you have (for example, darkvision) unless your new form also has
that sense. You can only speak if the creature can normally speak.
You send a short message of twenty-five words or less to a
creature with which you are familiar. The creature hears the When you transform, you choose whether your equipment falls
message in its mind, recognizes you as the sender if it knows you, to the ground, merges into the new form, or is worn by it. Worn
and can answer in a like manner immediately. The spell enables equipment functions as normal. The GM determines whether it is
creatures with Intelligence scores of at least 1 to understand the practical for the new form to wear a piece of equipment, based
meaning of your message. on the creature’s shape and size. Your equipment doesn’t change
shape or size to match the new form, and any equipment that the
You can send the message across any distance and even to other new form can’t wear must either fall to the ground or merge into
planes of existence, but if the target is on a different plane than your new form. Equipment that merges has no effect in that state.
you, there is a 5 percent chance that the message doesn’t arrive.
During this spell’s duration, you can use your action to assume
a different form following the same restrictions and rules for the
Sequester 7th-Level original form, with one exception: if your new form has more hit
points than your current one, your hit points remain at their current
Casting Time: 1 action Range: Touch value.
Duration: Until dispelled

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have advantage on the attack roll if the target is wearing armor
Shatter 2nd-Level made of metal. On a hit, the target takes 1d8 lightning damage,
and it can’t take reactions until the start of its next turn.
Casting Time: 1 action Range: 60 feet
At Higher Levels. The spell’s damage increases by 1d8 when you
Duration: Instantaneous reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A sudden loud ringing noise, painfully intense, erupts from a

Shutdown (TL 1) 3rd-Level


point of your choice within range. Each creature in a 10-foot-
radius sphere centered on that point must make a Constitution
saving throw. A creature takes 3d8 thunder damage on a failed
Casting Time: 1 action Range: 30 feet
save, or half as much damage on a successful one. A creature
made of inorganic material such as stone, crystal, or metal has Duration: 1 minute
disadvantage on this saving throw. The spell shuts down all electronic devices in a 15-foot radius
A nonmagical object that isn’t being worn or carried also takes the centered on a point you can see. When the spell ends, the devices
damage if it’s in the spell’s area. operate again as if their operation had not been interrupted.
At Higher Levels. When you cast this spell using a spell slot of 3rd At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d8 for each slot level level or higher, the radius increases by 15 feet for each slot level
above 2nd. above 3rd.

Shield 1st-Level Silence (Ritual) 2nd-Level


Casting Time: 1 action Range: Self Casting Time: 1 action Range: 120 feet
Duration: 1 round Duration: Concentration, 10 minutes
You raise a magical shield of force. This counts as using the Raise For the duration, no sound can be created within or pass through
Shield action, giving you a +1 circumstance bonus to AC until the a 20-foot-radius sphere centered on a point you choose within
start of your next turn, but it doesn’t require a hand to use. range. Any creature or object entirely inside the sphere is immune
to thunder damage, and creatures are deafened while entirely
While the spell is in effect, you can use the Shield Block reaction
inside it. Casting a spell that includes a verbal component is
with your magic shield. The shield has Hardness 5. After you
impossible there.
use Shield Block, the spell ends and you can’t cast it again for
10 minutes. Unlike a normal Shield Block, you can use the spell’s
reaction against the magic missile spell.
Silent Image 1st-Level
Heightening the spell increases the shield’s Hardness by 5.
Casting Time: 1 action Range: 60 feet

Shield of Faith 1st-Level Duration: Concentration, 10 minutes


You create the image of an object, a creature, or some other visible
Casting Time: 1 bonus action Range: 60 feet phenomenon that is no larger than a 15-foot cube. The image
appears at a spot within range and lasts for the duration. The
Duration: Concentration, 10 minutes
image is purely visual; it isn’t accompanied by sound, smell, or
A shimmering field appears and surrounds a creature of your other sensory effects.
choice within range, granting it a +2 bonus to AC for the duration.
You can use your action to cause the image to move to any spot
within range. As the image changes location, you can alter its
Shillelagh Cantrip appearance so that its movements appear natural for the image.
For example, if you create an image of a creature and move it, you
Casting Time: 1 bonus action Range: Touch can alter the image so that it appears to be walking.

Duration: 1 minute Physical interaction with the image reveals it to be an illusion,


because things can pass through it. A creature that uses its
The wood of a club or quarterstaff you are holding is imbued with action to examine the image can determine that it is an illusion
nature’s power. For the duration, you can use your spellcasting with a successful Intelligence (Investigation) check against your
ability instead of Strength for the attack and damage rolls of melee spell save DC. If a creature discerns the illusion for what it is, the
attacks using that weapon, and the weapon’s damage die becomes creature can see through the image.
a d8. The weapon also becomes magical, if it isn’t already. The
spell ends if you cast it again or if you let go of the weapon.
Simulacrum 7th-Level
Shocking Grasp Cantrip Casting Time: 12 hours Range: Touch

Casting Time: 1 action Range: Touch Duration: Until dispelled

Duration: Instantaneous (snow or ice in quantities sufficient to made a life-size copy of


the duplicated creature; some hair, fingernail clippings, or other
Lightning springs from your hand to deliver a shock to a creature piece of that creature’s body placed inside the snow or ice; and
you try to touch. Make a melee spell attack against the target. You powdered ruby worth 1,500 Bu, sprinkled over the duplicate and

262 | DARKENERGY ROLEPLAYING GAME


consumed by the spell)
You shape an illusory duplicate of one beast or humanoid that is Slow 3rd-Level
within range for the entire casting time of the spell. The duplicate is
Casting Time: 1 action Range: 120 feet
a creature, partially real and formed from ice or snow, and it can take
actions and otherwise be affected as a normal creature. It appears Duration: Concentration, up to 1 minute
to be the same as the original, but it has half the creature’s hit You alter time around up to six creatures of your choice in a 40-
point maximum and is formed without any equipment. Otherwise, foot cube within range. Each target must succeed on a Wisdom
the illusion uses all the statistics of the creature it duplicates. saving throw or be affected by this spell for the duration.
The simulacrum is friendly to you and creatures you designate. It An affected target’s speed is halved, it takes a -2 penalty to AC and
obeys your spoken commands, moving and acting in accordance Dexterity saving throws, and it can’t use reactions. On its turn, it
with your wishes and acting on your turn in combat. The can use either an action or a bonus action, not both. Regardless of
simulacrum lacks the ability to learn or become more powerful, the creature’s abilities or magic items, it can’t make more than one
so it never increases its level or other abilities, nor can it regain melee or ranged attack during its turn.
expended spell slots.
If the creature attempts to cast a spell with a casting time of 1
If the simulacrum is damaged, you can repair it in an alchemical action, roll a d20. On an 11 or higher, the spell doesn’t take effect
laboratory, using rare herbs and minerals worth 100 Bu per hit until the creature’s next turn, and the creature must use its action
point it regains. The simulacrum lasts until it drops to 0 hit points, on that turn to complete the spell. If it can’t, the spell is wasted.
at which point it reverts to snow and melts instantly.
A creature affected by this spell makes another Wisdom saving
If you cast this spell again, any currently active duplicates you throw at the end of its turn. On a successful save, the effect ends
created with this spell are instantly destroyed. for it.

Sleep 1st-Level Soften the Sword 2nd-Level


Casting Time: 1 action Range: 90 feet Casting Time: 1 action Range: 30 feet
Duration: 1 minute Duration: Concentration, up to 1 minute
(a pinch of fine sand) You choose a creature within range wielding a nonmagical weapon
This spell sends creatures into a magical slumber. Roll 5d8; the forged from metal. This creature’s weapon turns blunt and soft,
total is how many hit points of creatures this spell can affect. making them unable to hit as hard as they usually could. As part
Creatures within 20 feet of a point you choose within range are of casting this spell, and as a bonus action during each of your
affected in ascending order of their current hit points (ignoring turns, you can roll a d4. Subtract the result from the weapon’s next
unconscious creatures). damage roll. This spell only affects one weapon at a time, and you
must cast it again in order to affect a new weapon of your choice.
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the At Higher Levels. For every level this spell is cost above 2nd level,
spell ends, the sleeper takes damage, or someone uses an action increase the die taken from the damage roll of the weapon by 1d4.
to shake or slap the sleeper awake. Subtract each creature’s hit

Spare the Dying Cantrip


points from the total before moving on to the creature with the
next lowest hit points. A creature’s hit points must be equal to or
less than the remaining total for that creature to be affected.
Casting Time: 1 action Range: Self
Undead and creatures immune to being charmed aren’t affected
by this spell. Duration: Instantaneous

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.

Sleet Storm 3rd-Level Speak with Animals (Ritual) 1st-Level


Casting Time: 1 action Range: 150 feet Casting Time: 1 action Range: Touch

Duration: Concentration, up to 1 minute Duration: 10 minutes

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.

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The ground in a 20-foot radius centered on a point within range
Speak with Dead 3rd-Level twists and sprouts hard spikes and thorns. The area becomes
difficult terrain for the duration. When a creature moves into or
Casting Time: 1 action Range: 10 feet within the area, it takes 2d4 piercing damage for every 5 feet it
Duration: 10 minutes travels.
You grant the semblance of life and intelligence to a corpse of The transformation of the ground is camouflaged to look natural.
your choice within range, allowing it to answer the questions you Any creature that can’t see the area at the time the spell is cast
pose. The corpse must still have a mouth and can’t be undead. must make a Wisdom (Perception) check against your spell save
The spell fails if the corpse was the target of this spell within the DC to recognize the terrain as hazardous before entering it.
last 10 days.
Until the spell ends, you can ask the corpse up to five questions.
The corpse knows only what it knew in life, including the languages
Spirit Guardians 3rd-Level
it knew. Answers are usually brief, cryptic, or repetitive, and the Casting Time: 1 action Range: Self (15-foot radius)
corpse is under no compulsion to offer a truthful answer if you are
hostile to it or it recognizes you as an enemy. This spell doesn’t Duration: Concentration, 10 minutes
return the creature’s soul to its body, only its animating spirit. You call forth spirits to protect you. They flit around you to a
Thus, the corpse can’t learn new information, doesn’t comprehend distance of 15 feet for the duration. If you are good or neutral, their
anything that has happened since it died, and can’t speculate spectral form appears angelic. If you are evil, they appear fiendish.
about future events.
When you cast this spell, you can designate any number of
creatures you can see to be unaffected by it. An affected creature’s
Speak with Plants 3rd-Level speed is halved in the area, and when the creature enters the
area for the first time on a turn or starts its turn there, it must
Casting Time: 1 action Range: Self (30-foot radius) make a Wisdom saving throw. On a failed save, the creature takes
3d8 radiant damage (if you are good or neutral) or 3d8 necrotic
Duration: 10 minutes damage (if you are evil). On a successful save, the creature takes
You imbue plants within 30 feet of you with limited sentience half as much damage.
and animation, giving them the ability to communicate with you At Higher Levels. When you cast this spell using a spell slot of 4th
and follow your simple commands. You can question plants level or higher, the damage increases by 1d8 for each slot level
about events in the spell’s area within the past day, gaining above 3rd.
information about creatures that have passed, weather, and other
circumstances.
You can also turn difficult terrain caused by plant growth (such as Spiritual Firearm (TL 1) 2nd-Level
thickets and undergrowth) into ordinary terrain that lasts for the
duration. Or you can turn ordinary terrain where plants are present Casting Time: 1 bonus action Range: 60 feet
into difficult terrain that lasts for the duration, causing vines and Duration: 1 minute
branches to hinder pursuers, for example.
You create a floating, spectral firearm within range that lasts for
Plants might be able to perform other tasks on your behalf, at the duration or until you cast this spell again. When you cast this
the GM’s discretion. The spell doesn’t enable plants to uproot spell, you can make a ranged spell attack against a creature within
themselves and move about, but they can freely move branches, normal range of the weapon. On a hit, the target takes damage
tendrils, and stalks. equal to 1d8+your spellcasting ability modifier. If the weapon has
If a plant creature is in the area, you can communicate with it as the scatter property, the scatter damage is 1d4 force damage. As a
if you shared a common language, but you gain no magical ability bonus action on your turn, you can move the weapon up to 20 feet
to influence it. and repeat the attack against a creature within 5 feet of it.

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.

Spider Climb 2nd-Level Spiritual Weapon 2nd-Level


Casting Time: 1 action Range: Touch
Casting Time: 1 bonus action Range: 60 feet
Duration: Concentration, up to 1 hour
Duration: 1 minute
Until the spell ends, one willing creature you touch gains the ability
to move up, down, and across vertical surfaces and upside down You create a floating, spectral weapon within range that lasts for
along ceilings, while leaving its hands free. The target also gains a the duration or until you cast this spell again. When you cast the
climbing speed equal to its walking speed. spell, you can make a melee spell attack against a creature within
5 feet of the weapon. On a hit, the target takes force damage equal
to 1d8 + your spellcasting ability modifier.
Spike Growth 2nd-Level As a bonus action on your turn, you can move the weapon up to
20 feet and repeat the attack against a creature within 5 feet of it.
Casting Time: 1 action Range: 150 feet
The weapon can take whatever form you choose. Disciples of
Duration: Concentration, 10 minutes deities who are associated with a particular weapon (as Thor is

264 | DARKENERGY ROLEPLAYING GAME


for his hammer) make this spell’s effect resemble that weapon. This spell turns the flesh of a willing creature you touch as hard as
stone. Until the spell ends, the target has resistance to nonmagical
At Higher Levels. When you cast this spell using a spell slot of 3rd
bludgeoning, piercing, and slashing damage.
level or higher, the damage increases by 1d8 for every two slot
levels above the 2nd.
Storm of Vengeance 9th-Level
Splitting Chords Cantrip Casting Time: 1 action Range: Sight
Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute
Duration: Instantaneous A churning storm cloud forms, centered on a point you can see
and spreading to a radius of 360 feet. Lightning flashes in the area,
(a musical instrument)
thunder booms, and strong winds roar. Each creature under the
You magically imbue a portion of the sound waves coming from cloud (no more than 5,000 feet beneath the cloud) when it appears
your music, causing damage to an enemy. Select a creature must make a Constitution saving throw. On a failed save, a creature
within range that can hear you. That creature must succeed on takes 2d6 thunder damage and becomes deafened for 5 minutes.
a Constitution saving throw, or take 2d4 thunder damage and
Each round you maintain concentration on this spell, the storm
become deafened until the end of your next turn. Creatures that
produces additional effects on your turn.
have a special trait that strengthens their hearing, such as keen
senses, make this save with disadvantage. The music created ROUND 2. Acidic rain falls from the cloud.
while casting this spell is loud enough to be heard from 100 feet Each creature and object under the cloud takes 1d6 acid damage.
away.
ROUND 3. You call six bolts of lightning from the cloud to strike
This spell’s damage increases by 2d4 when you reach 5th (4d4), six creatures or objects of your choice beneath the cloud. A given
11th (6d4), and 17th level (8d4). creature or object can’t be struck by more than one bolt. A struck
creature must make a Dexterity saving throw. The creature takes
Stinking Cloud 3rd-Level 10d6 lightning damage on a failed save, or half as much damage
on a successful one.
Casting Time: 1 action Range: 90 feet ROUND 4. Hailstones rain down from the cloud. Each creature
under the cloud takes 2d6 bludgeoning damage.
Duration: Concentration, up to 1 minute
ROUND 5-10. Gusts and freezing rain assail the area under the
You create a 20-foot-radius sphere of yellow, nauseating gas
cloud. The area becomes difficult terrain and is heavily obscured.
centered on a point within range. The cloud spreads around
Each creature there takes 1d6 cold damage. Ranged weapon
corners, and its area is heavily obscured. The cloud lingers in the
attacks in the area are impossible. The wind and rain count as a
air for the duration.
severe distraction for the purposes of maintaining concentration
Each creature that is completely within the cloud at the start of on spells. Finally, gusts of strong wind (ranging from 20 to 50
its turn must make a Constitution saving throw against poison. miles per hour) automatically disperse fog, mists, and similar
On a failed save, the creature spends its action that turn retching phenomena in the area, whether mundane or magical.
and reeling. Creatures that don’t need to breathe or are immune to
poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud Suggestion 2nd-Level
after 4 rounds. A strong wind (at least 20 miles per hour) disperses
Casting Time: 1 action Range: 30 feet
it after 1 round.
Duration: Concentration, up to 8 hours

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)

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Sunbeam 6th-Level surface (such as a section of floor, a wall, or a table) or within an
object that can be closed to conceal the glyph (such as a book, a
Casting Time: 1 action Range: Self (60-foot line) scroll, or a treasure chest). If you choose a surface, the glyph can
cover an area of the surface no larger than 10 feet in diameter. If
Duration: Concentration, up to 1 minute you choose an object, that object must remain in its place; if the
A beam of brilliant light flashes out from your hand in a 5-foot- object is moved more than 10 feet from where you cast this spell,
wide, 60-foot-long line. Each creature in the line must make a the glyph is broken, and the spell ends without being triggered.
Constitution saving throw. On a failed save, a creature takes 6d8 The glyph is nearly invisible, requiring an Intelligence (Investigation)
radiant damage and is blinded until your next turn. On a successful check against your spell save DC to find it.
save, it takes half as much damage and isn’t blinded by this spell.
Undead and oozes have disadvantage on this saving throw. You decide what triggers the glyph when you cast the spell.
For glyphs inscribed on a surface, the most typical triggers
You can create a new line of radiance as your action on any turn include touching or stepping on the glyph, removing another
until the spell ends. object covering it, approaching within a certain distance of it,
For the duration, a mote of brilliant radiance shines in your hand. It or manipulating the object that holds it. For glyphs inscribed
sheds bright light in a 30-foot radius and dim light for an additional within an object, the most common triggers are opening the
30 feet. This light is sunlight. object, approaching within a certain distance of it, or seeing or
reading the glyph. You can further refine the trigger so the spell
is activated only under certain circumstances or according to a
Sunburst 8th-Level creature’s physical characteristics (such as height or weight), or
physical kind (for example, the ward could be set to affect hags or
Casting Time: 1 action Range: 150 feet shapechangers). You can also specify creatures that don’t trigger
the glyph, such as those who say a certain password.
Duration: Instantaneous
When you inscribe the glyph, choose one of the options below for
Brilliant sunlight flashes in a 60-foot radius centered on a point
its effect. Once triggered, the glyph glows, filling a 60-foot-radius
you choose within range. Each creature in that light must make
sphere with dim light for 10 minutes, after which time the spell
a Constitution saving throw. On a failed save, a creature takes
ends. Each creature in the sphere when the glyph activates is
12d6 radiant damage and is blinded for 1 minute. On a successful
targeted by its effect, as is a creature that enters the sphere for the
save, it takes half as much damage and isn’t blinded by this spell.
first time on a turn or ends its turn there.
Undead and oozes have disadvantage on this saving throw.
DEATH. Each target must make a Constitution saving throw, taking
A creature blinded by this spell makes another Constitution saving
10d10 necrotic damage on a failed save, or half as much damage
throw at the end of each of its turns. On a successful save, it is no
on a successful save.
longer blinded.
DISCORD. Each target must make a Constitution saving throw.
This spell dispels any darkness in its area that was created by a
On a failed save, a target bickers and argues with other creatures
spell.
for 1 minute. During this time, it is incapable of meaningful
communication and has disadvantage on attack rolls and ability
Swift Ammunition 5th-Level checks.
FEAR. Each target must make a Wisdom saving throw and
Casting Time: 1 bonus action Range: Touch becomes frightened for 1 minute on a failed save. While frightened,
Duration: Concentration, up to 1 minute the target drops whatever it is holding and must move at least 30
feet away from the glyph on each of its turns, if able.
(a quiver containing at least one piece of ammunition)
HOPELESSNESS. Each target must make a Charisma saving
You transmute your quiver/magazine so it produces an endless throw. On a failed save, the target is overwhelmed with despair
supply of nonmagical ammunition, which seems to leap into your for 1 minute. During this time, it can’t attack or target any creature
hand when you reach for it. with harmful abilities, spells, or other magical effects.
On each of your turns until the spell ends, you can use a bonus INSANITY. Each target must make an Intelligence saving throw.
action to make two attacks with a weapon that uses ammunition On a failed save, the target is driven insane for 1 minute. An insane
from the quiver/magazine. Each time you make such a ranged creature can’t take actions, can’t understand what other creatures
attack, your quiver/magazine magically replaces the piece say, can’t read, and speaks only in gibberish. The GM controls its
of ammunition you used with a similar piece of nonmagical movement, which is erratic.
ammunition. Any pieces of ammunition created by this spell
disintegrate when the spell ends. If the quiver/magazine leaves PAIN. Each target must make a Constitution saving throw and
your possession, the spell ends. becomes incapacitated with excruciating pain for 1 minute on a
failed save.
SLEEP. Each target must make a Wisdom saving throw and falls
Symbol 7th-Level unconscious for 10 minutes on a failed save. A creature awakens
if it takes damage or if someone uses an action to shake or slap
Casting Time: 1 minute Range: Touch it awake.
Duration: Until dispelled or triggered STUNNING. Each target must make a Wisdom saving throw and
(mercury, phosphorus, and powdered diamond and opal with a becomes stunned for 1 minute on a failed save.
total value of at least 1,000 Bu, which the spell consumes)
When you cast this spell, you inscribe a harmful glyph either on a

266 | DARKENERGY ROLEPLAYING GAME


T
same plane of existence as you. The spell ends if you or the target
are no longer on the same plane.
Until the spell ends, you and the target can instantaneously share

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.

Telepathic Bond (Ritual) 5th-Level


Perhaps you tried to scry an enemy’s sanctum but instead viewed
an illusion, or you are attempting to teleport to a familiar location
that no longer exists.
Casting Time: 1 action Range: 30 feet
ON TARGET. You and your group (or the target object) appear
Duration: 1 hour where you want to.
You forge a telepathic link among up to eight willing creatures of OFF TARGET. You and your group (or the target object) appear a
your choice within range, psychically linking each creature to all random distance away from the destination in a random direction.
the others for the duration. Creatures with Intelligence scores of 2 Distance off target is 1d10 x 1d10 percent of the distance that was
or less aren’t affected by this spell. to be traveled. For example, if you tried to travel 120 miles, landed
Until the spell ends, the targets can communicate telepathically off target, and rolled a 5 and 3 on the two d10s, then you would
through the bond whether or not they have a common language. be off target by 15 percent, or 18 miles. The GM determines the
The communication is possible over any distance, though it can’t direction off target randomly by rolling a d8 and designating 1 as
extend to other planes of existence. north, 2 as northeast, 3 as east, and so on around the points of the
compass. If you were teleporting to a coastal city and wound up
18 miles out at sea, you could be in trouble.
Telepathy 8th-Level SIMILAR AREA. You and your group (or the target object) wind up in
a different area that’s visually or thematically similar to the target
Casting Time: 1 action Range: Unlimited
area. If you are heading for your home laboratory, for example, you
Duration: 24 hours might wind up in another Mage’s laboratory or in an alchemical
(linked silver rings) supply shop that has many of the same tools and implements as
your laboratory. Generally, you appear in the closest similar place,
You create a telepathic link between yourself and a willing creature but since the spell has no range limit, you could conceivably wind
with which you are familiar. The creature can be anywhere on the up anywhere on the plane.

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MISHAP. The spell’s unpredictable magic results in a difficult
journey. Each teleporting creature (or the target object) takes 3d10 Thorn Whip Cantrip
force damage, and the GM rerolls on the table to see where you
wind up (multiple mishaps can occur, dealing damage each time). Casting Time: 1 action Range: 30 feet
Duration: Instantaneous

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

Casting Time: 1 action Range: 30 feet Duration: Instantaneous

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

268 | DARKENERGY ROLEPLAYING GAME


inanimate plant within range and another plant, at any distance, You touch a creature that has been dead for no longer than 200
on the same plane of existence. You must have seen or touched years and that died for any reason except old age. If the creature’s
the destination plant at least once before. For the duration, any soul is free and willing, the creature is restored to life with all its
creature can step into the target plant and exit from the destination hit points.
plant by using 5 feet of movement. This spell closes all wounds, neutralizes any poison, cures all
diseases, and lifts any curses affecting the creature when it died.
True Polymorph 9th-Level The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no longer
Casting Time: 1 action Range: 30 feet exists, in which case you must speak the creature’s name. The
creature then appears in an unoccupied space you choose within
Duration: Concentration, up to 1 hour
10 feet of you.
Choose one creature or nonmagical object that you can see within
range. You transform the creature into a different creature, the
creature into an object, or the object into a creature (the object True Seeing 6th-Level
must be neither worn nor carried by another creature). The
transformation lasts for the duration, or until the target drops to Casting Time: 1 action Range: Touch
0 hit points or dies. If you concentrate on this spell for the full Duration: 1 hour
duration, the transformation becomes permanent.
This spell gives the willing creature you touch the ability to see
Shapechangers aren’t affected by this spell. An unwilling creature things as they actually are. For the duration, the creature has
can make a Wisdom saving throw, and if it succeeds, it isn’t truesight, notices secret doors hidden by magic, and can see into
affected by this spell. the Ethereal Plane, all out to a range of 120 feet.
CREATURE INTO CREATURE. If you turn a creature into another
kind of creature, the new form can be any kind you choose whose
challenge rating is equal to or less than the target’s (or its level, True Strike Cantrip
if the target doesn’t have a challenge rating). The target’s game
statistics, including mental ability scores, are replaced by the Casting Time: 1 action Range: 30 feet
statistics of the new form. It retains its alignment and personality. Duration: 1 round
The target assumes the hit points of its new form, and when it You point a finger at a target in range. Your magic grants you a
reverts to its normal form, the creature returns to the number of brief insight into the target’s defenses. On your next turn, you gain
hit points it had before it transformed. If it reverts as a result of advantage on your first attack roll against the target, provided that
dropping to 0 hit points, any excess damage carries over to its this spell hasn’t ended.
normal form. As long as the excess damage doesn’t reduce the
creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature Tsunami 8th-Level
of its new form, and it can’t speak, cast spells, or take any other
action that requires hands or speech unless its new form is Casting Time: 1 minute Range: Sight
capable of such actions. Duration: Concentration, up to 6 rounds
The target’s gear melds into the new form. The creature can’t A wall of water springs into existence at a point you choose within
activate, use, wield, or otherwise benefit from any of its equipment. range. You can make the wall up to 300 feet long, 300 feet high,
OBJECT INTO CREATURE. You can turn an object into any kind and 50 feet thick. The wall lasts for the duration.
of creature, as long as the creature’s size is no larger than the When the wall appears, each creature within its area must make
object’s size and the creature’s challenge rating is 9 or lower. The a Strength saving throw. On a failed save, a creature takes 6d10
creature is friendly to you and your companions. It acts on each bludgeoning damage, or half as much damage on a successful
of your turns. You decide what action it takes and how it moves. save.
The GM has the creature’s statistics and resolves all of its actions
At the start of each of your turns after the wall appears, the wall,
and movement.
along with any creatures in it, moves 50 feet away from you. Any
If the spell becomes permanent, you no longer control the creature. Huge or smaller creature inside the wall or whose space the wall
It might remain friendly to you, depending on how you have treated enters when it moves must succeed on a Strength saving throw or
it. take 5d10 bludgeoning damage. A creature can take this damage
CREATURE INTO OBJECT. If you turn a creature into an object, it only once per round. At the end of the turn, the wall’s height is
transforms along with whatever it is wearing and carrying into that reduced by 50 feet, and the damage creatures take from the spell
form. The creature’s statistics become those of the object, and the on subsequent rounds is reduced by 1d10. When the wall reaches
creature has no memory of time spent in this form, after the spell 0 feet in height, the spell ends.
ends and it returns to its normal form. A creature caught in the wall can move by swimming. Because of
the force of the wave, though, the creature must make a successful

True Resurrection 9th-Level


Athletics check against your spell save DC in order to move at all.
If it fails the check, it can’t move. A creature that moves out of the
area falls to the ground.
Casting Time: 1 hour Range: Touch
Duration: Instantaneous

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You snap your fingers and create a 20 foot radius wide arcane
U vortex at a point you can see within range. Any creature that
starts its turn within the vortex or enters it’s area for the first time
takes 2d10 force damage and has it’s movement speed reduced

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.

Vicious Mockery Cantrip Wall of Force 5th-Level


Casting Time: 1 action Range: 60 feet
Casting Time: 1 action Range: 120 feet
Duration: Instantaneous
Duration: Concentration, 10 minutes
You unleash a string of insults laced with subtle enchantments
An invisible wall of force springs into existence at a point you
at a creature you can see within range. If the target can hear you
choose within range. The wall appears in any orientation you
(though it need not understand you), it must succeed on a Wisdom
choose, as a horizontal or vertical barrier or at an angle. It can be
saving throw or take 1d4 psychic damage and have disadvantage
free floating or resting on a solid surface. You can form it into a
on the next attack roll it makes before the end of its next turn.
hemispherical dome or a sphere with a radius of up to 10 feet, or
At Higher Levels This spell’s damage increases by 1d4 when you you can shape a flat surface made up of ten 10-foot-by- 10-foot
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). panels. Each panel must be contiguous with another panel. In any
form, the wall is 1/4 inch thick.

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

270 | DARKENERGY ROLEPLAYING GAME


spell destroys the wall instantly, however. The wall also extends
into Limbo, blocking ethereal travel through the wall. Wall of Stone 5th-Level
Casting Time: 1 action Range: 120 feet
Wall of Ice 6th-Level Duration: Concentration, 10 minutes
Casting Time: 1 action Range: 120 feet A nonmagical wall of solid stone springs into existence at a
point you choose within range. The wall is 6 inches thick and is
Duration: Concentration, 10 minutes composed of ten 10-foot-by-10-foot panels. Each panel must be
You create a wall of ice on a solid surface within range. You can contiguous with at least one other panel. Alternatively, you can
form it into a hemispherical dome or a sphere with a radius of up create 10-foot-by-20-foot panels that are only 3 inches thick.
to 10 feet, or you can shape a flat surface made up of ten 10-foot- If the wall cuts through a creature’s space when it appears, the
square panels. Each panel must be contiguous with another panel. creature is pushed to one side of the wall (your choice). If a
In any form, the wall is 1 foot thick and lasts for the duration. creature would be surrounded on all sides by the wall (or the wall
If the wall cuts through a creature’s space when it appears, the and another solid surface), that creature can make a Dexterity
creature within its area is pushed to one side of the wall and must saving throw. On a success, it can use its reaction to move up to
make a Dexterity saving throw. On a failed save, the creature takes its speed so that it is no longer enclosed by the wall.
10d6 cold damage, or half as much damage on a successful save. The wall can have any shape you desire, though it can’t occupy the
The wall is an object that can be damaged and thus breached. It same space as a creature or object.
has AC 12 and 30 hit points per 10-foot section, and it is vulnerable The wall doesn’t need to be vertical or rest on any firm foundation.
to fire damage. Reducing a 10-foot section of wall to 0 hit points It must, however, merge with and be solidly supported by existing
destroys it and leaves behind a sheet of frigid air in the space the stone. Thus, you can use this spell to bridge a chasm or create a
wall occupied. A creature moving through the sheet of frigid air ramp.
for the first time on a turn must make a Constitution saving throw.
That creature takes 5d6 cold damage on a failed save, or half as If you create a span greater than 20 feet in length, you must halve
much damage on a successful one. the size of each panel to create supports. You can crudely shape
the wall to create crenellations, battlements, and so on.
At Higher Levels. When you cast this spell using a spell slot of
7th level or higher, the damage the wall deals when it appears The wall is an object made of stone that can be damaged and
increases by 2d6, and the damage from passing through the sheet thus breached. Each panel has AC 15 and 30 hit points per inch of
of frigid air increases by 1d6, for each slot level above 6th. thickness. Reducing a panel to 0 hit points destroys it and might
cause connected panels to collapse at the GM’s discretion.

Wall of Iron 7th-Level


If you maintain your concentration on this spell for its whole
duration, the wall becomes permanent and can’t be dispelled.
Otherwise, the wall disappears when the spell ends.
Casting Time: 1 action Range: 120 feet
Duration: Concentration, 10 minutes
The caster causes a flat, vertical iron wall to spring into being.
Wall of Thorns 6th-Level
This wall inserts itself into any surrounding nonliving material if Casting Time: 1 action Range: 120 feet
its area is sufficient to do so. The wall cannot be conjured so that
it occupies the same space as a creature or another object. It must Duration: Concentration, 10 minutes
always be a flat plane, though the caster can shape its edges to fit You create a wall of tough, pliable, tangled brush bristling with
the available space. needle-sharp thorns. The wall appears within range on a solid
The wall of iron is 1 inch thick per four caster levels. The caster can surface and lasts for the duration. You choose to make the wall
double the wall’s area by halving its thickness. Each 5-foot square up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has
of the wall has an AC of 15, 30 hit points per inch of thickness a 20-foot diameter and is up to 20 feet high and 5 feet thick. The
and hardness 10. A section of wall whose hit points drop to 0 wall blocks line of sight.
is breached. If a creature tries to break through the wall with a When the wall appears, each creature within its area must make
single attack, the DC for the Strength check is 25 + 2 per inch of a Dexterity saving throw. On a failed save, a creature takes 7d8
thickness. piercing damage, or half as much damage on a successful save.
If the caster desires, the wall can be created vertically resting on A creature can move through the wall, albeit slowly and painfully.
a flat surface but not attached to the surface so that it can be For every 1 foot a creature moves through the wall, it must spend
tipped over to fall on and crush creatures beneath it. The wall is 4 feet of movement. Furthermore, the first time a creature enters
50% likely to tip in either direction if left un-pushed. Creatures can the wall on a turn or ends its turn there, the creature must make a
push the wall in one direction rather than letting it fall randomly. Dexterity saving throw. It takes 7d8 slashing damage on a failed
A creature must succeed at a Strength check (DC 40) to push the save, or half as much damage on a successful one.
wall over. Creatures with room to flee the falling wall may do so
by making successful Reflex saves. Large and smaller creatures At Higher Levels. When you cast this spell using a spell slot of 7th
who fail take 10d6 points of damage. The wall cannot crush Huge level or higher, both types of damage increase by 1d8 for each slot
and larger creatures. Like any iron wall, this wall is subject to rust, level above 6th.
perforation, and other natural phenomena.
Ward Cantrip

CORE RULEBOOK | 271


Casting Time: 1 action Range: Self A creature restrained by the webs can use its action to make a
Strength check against your spell save DC. If it succeeds, it is no
Duration: 1 round longer restrained.
You extend your hand and trace a rune of warding in the air. Until The webs are flammable. Any 5-foot cube of webs exposed to fire
the end of your next turn, you have resistance against bludgeoning, burns away in 1 round, dealing 2d4 fire damage to any creature
piercing, slashing and ballistic damage dealt by weapon attacks. that starts its turn in the fire.

Warding Bond 2nd-Level Weird 9th-Level


Casting Time: 1 action Range: Touch Casting Time: 1 action Range: 120 feet
Duration: 1 hour Duration: Concentration, up to 1 minute
This spell wards a willing creature you touch and creates a mystic Drawing on the deepest fears of a group of creatures, you create
connection between you and the target until the spell ends. While illusory creatures in their minds, visible only to them. Each creature
the target is within 60 feet of you, it gains a +1 bonus to AC and in a 30-foot-radius Sphere centered on a point of your choice
saving throws, and it has resistance to all damage. Also, each time within range must make a Wisdom saving throw. On a failed save,
it takes damage, you take the same amount of damage. a creature becomes Frightened for the Duration. The Illusion calls
The spell ends if you drop to 0 hit points or if you and the target on the creature’s deepest fears, manifesting its worst nightmares
become separated by more than 60 feet. It also ends if the spell as an implacable threat. At the end of each of the Frightened
is cast again on either of the connected creatures. You can also creature’s turns, it must succeed on a Wisdom saving throw or
dismiss the spell as an action. take 4d10 psychic damage. On a successful save, the spell ends
for that creature.

Water Breathing (Ritual) 3rd-Level


Wind Walk 6th-Level
Casting Time: 1 action Range: 30 feet
Casting Time: 1 minute Range: 30 feet
Duration: 24 hours
Duration: 8 hours
This spell grants up to ten willing creatures you can see within
range the ability to breathe underwater until the spell ends. You and up to ten willing creatures you can see within range
Affected creatures also retain their normal mode of respiration. assume a gaseous form for the duration, appearing as wisps of
cloud. While in this cloud form, a creature has a flying speed of 300
feet and has resistance to damage from nonmagical weapons. The
Water Walk (Ritual) 3rd-Level only actions a creature can take in this form are the Dash action
or to revert to its normal form. Reverting takes 1 minute, during
Casting Time: 1 action Range: 30 feet which time a creature is incapacitated and can’t move. Until the
spell ends, a creature can revert to cloud form, which also requires
Duration: 1 hour
the 1-minute transformation.
This spell grants the ability to move across any liquid surface—
If a creature is in cloud form and flying when the effect ends, the
such as water, acid, mud, snow, quicksand, or lava—as if it were
creature descends 60 feet per round for 1 minute until it lands,
harmless solid ground (creatures crossing molten lava can still
which it does safely. If it can’t land after 1 minute, the creature falls
take damage from the heat). Up to ten willing creatures you can
the remaining distance.
see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the
target to the surface of the liquid at a rate of 60 feet per round. Wind Wall 3rd-Level
Casting Time: 1 action Range: 120 feet
Web 2nd-Level Duration: Concentration, up to 1 minute
Casting Time: 1 action Range: 60 feet A wall of strong wind rises from the ground at a point you choose
within range. You can make the wall up to 50 feet long, 15 feet high,
Duration: Concentration, up to 1 hour
and 1 foot thick. You can shape the wall in any way you choose so
You conjure a mass of thick, sticky webbing at a point of your long as it makes one continuous path along the ground. The wall
choice within range. The webs fill a 20-foot cube from that point lasts for the duration.
for the duration. The webs are difficult terrain and lightly obscure
When the wall appears, each creature within its area must make a
their area.
Strength saving throw. A creature takes 3d8 bludgeoning damage
If the webs aren’t anchored between two solid masses (such as on a failed save, or half as much damage on a successful one.
walls or trees) or layered across a floor, wall, or ceiling, the conjured
The strong wind keeps fog, smoke, and other gases at bay. Small
web collapses on itself, and the spell ends at the start of your next
or smaller flying creatures or objects can’t pass through the wall.
turn. Webs layered over a flat surface have a depth of 5 feet.
Loose, lightweight materials brought into the wall fly upward.
Each creature that starts its turn in the webs or that enters them Arrows, bolts, and other ordinary projectiles launched at targets
during its turn must make a Dexterity saving throw. On a failed behind the wall are deflected upward and automatically miss.
save, the creature is restrained as long as it remains in the webs (Boulders hurled by giants or siege engines, and similar projectiles,
or until it breaks free. are unaffected.) Creatures in gaseous form can’t pass through it.

272 | DARKENERGY ROLEPLAYING GAME


Wire Transfer (TL 1) 4th-Level to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those
days that you spend resting and doing nothing more than light
Casting Time: 1 action Range: 10 feet activity, your remaining recovery time decreases by 2 days. Finally,
there is a 33 percent chance that you are unable to cast wish ever
Duration: Instantaneous again if you suffer this stress.
This spell instantly transports up to six willing creatures of your

Witch Bolt 1st-Level


choice that you can see within range to the location of a telephone
you call. The telephone must be answered, and it works only over
an open line. You arrive within 5 feet of the device, and any other
creatures transported. Casting Time: 1 action Range: 30 feet
Duration: Concentration, up to 1 minute

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

Zone of Truth 2nd-Level


advantage or disadvantage, and you can choose whether to use
the reroll or the original roll.
You might be able to achieve something beyond the scope of Casting Time: 1 action Range: 60 feet
the above examples. State your wish to the GM as precisely as
possible. The GM has great latitude in ruling what occurs in such Duration: 10 minutes
an instance; the greater the wish, the greater the likelihood that You create a magical zone that guards against deception in a
something goes wrong. This spell might simply fail, the effect you 15-foot-radius sphere centered on a point of your choice within
desire might only be partly achieved, or you might suffer some range. Until the spell ends, a creature that enters the spell’s area
unforeseen consequence as a result of how you worded the wish. for the first time on a turn or starts its turn there must make a
For example, wishing that a villain were dead might propel you Charisma saving throw. On a failed save, a creature can’t speak a
forward in time to a period when that villain is no longer alive, deliberate lie while in the radius. You know whether each creature
effectively removing you from the game. Similarly, wishing for a succeeds or fails on its saving throw.
legendary magic item or artifact might instantly transport you to
An affected creature is aware of the spell and can thus avoid
the presence of the item’s current owner.
answering questions to which it would normally respond with a lie.
The stress of casting this spell to produce any effect other than Such a creature can be evasive in its answers as long as it remains
duplicating another spell weakens you. After enduring that stress, within the boundaries of the truth.
each time you cast a spell until you finish a long rest, you take
1d10 necrotic damage per level of that spell. This damage can’t be
reduced or prevented in any way. In addition, your Strength drops

CORE RULEBOOK | 273


RUNE CRAFTING
The crafting of runes is a skill that only the most dedicated magical light armor can have one rune applied to it while heavy armor can
craftsmen can master. Runesmiths form powerful runes by pulling have three runes. However, only one of each family of rune can be
magic into the symbols they create and then bonding them to the applied. For example, if medium armor has two Minor Runes of
materials that they are working with. Defense, the effects do not stack.
Runes can be attached to nearly any item but the most common Additionally, if two runes of the same family but different types
are applied to weapons and armor. Runes can be either be are applied, only the stronger rune effect is applied. For example,
inscribed or attached. if a Minor Rune of Defense and a Greater Rune of Defense are on
the same armor only the effect of the Greater Rune of Defense is
Each rune has a materials cost, time to craft and a craft DC that
active. Runes of the same family do not stack.
must be successful to create the rune. At the end of the time to
craft, the craft check to finish the rune is performed. On a failed To create a rune, you must be proficient in the Craft (Rune) skill
craft check, the time spent and cost are lost. and have the Feat: Novice Runesmith to create Minor runes,
Journeyman Runesmith for Greater runes and Master Runesmith
A family of runes are when the same rune has different types. For
to make Superior runes. (pages 146-147)
example, Rune of Damage is a family of runes that come in three
types; Minor, Greater and Superior. RUNES BY ITEM
The number of runes that can be attached to an item depend on Item Type Available Rune Slots
what that object is, as shown in Table: Runes By Item. For example,
Light Armor 1
CRAFTING RUNES Medium Armor 2
RUNE TYPE CRAFT DC TIME TO CRAFT Heavy Armor 3
Minor 15 1 Day Shield 1
Greater 20 1 Week Weapon 1
Superior 25 1 Month Ammunition x20 1

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.

Rune of Damage (Greater)


Materials Cost: 2,000 Bu.
You have a +2 bonus to attack and damage rolls made with this
weapon. The weapon attacks are now magical.

Rune of Damage (Superior)


Materials Cost: 10,000 Bu.

274 | DARKENERGY ROLEPLAYING GAME


You have a +3 bonus to attack and damage rolls made with this
weapon. The weapon attacks are now magical. Rune of the Elements (Superior)
Materials Cost: 8,000 Bu.
Rune of Blessing (Minor) Grants a bonus +3d8 elemental damage of your choice to one
weapon. (fire, electricity, cold, or acid)
Materials Cost: 1,000 Bu.
(requires attunement by a good character).
Grants a bonus +1d6 radiant damage to one weapon.
Rune of the Impact (Minor)
Materials Cost: 400 Bu.
Rune of Blessing (Greater) When you use the Attack action on your turn and hit a Small or
smaller creature, you can send that creature flying. It must succeed
Materials Cost: 3,500 Bu. on a DC 15 Constitution saving throw or be thrown 10 feet directly
away from you and land prone.
(requires attunement by a good character).
Grants a bonus +2d6 radiant damage to one weapon.
Rune of the Impact (Greater)
Rune of Blessing (Superior) Materials Cost: 2,500 Bu.
When you use the Attack action on your turn and hit a Medium
Materials Cost: 8,500 Bu.
or smaller creature, you can send that creature flying. It must
(requires attunement by a good character). succeed on a DC 20 Constitution saving throw or be thrown 10
Grants a bonus +3d8 radiant damage to one weapon. feet directly away from you and land prone.

Rune of Decay (Minor) Rune of the Impact (Superior)


Materials Cost: 1,500 Bu. Materials Cost: 12,000 Bu.

(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.

Rune of Decay (Greater)


Materials Cost: 4,500 Bu. Armor/Shield Runes
(requires attunement by an evil character).
Grants a bonus +2d6 necrotic damage to one weapon. Rune of Defense (Minor)
Materials Cost: 3,500 Bu.
Rune of Decay (Superior) Grants a bonus +1 AC to the chosen armor or shield.
Materials Cost: 10,000 Bu.
(requires attunement by an evil character). Rune of Defense (Greater)
Grants a bonus +3d8 necrotic damage to one weapon.
Materials Cost: 20,000 Bu.
Grants a bonus +2 AC to the chosen armor or shield.
Rune of the Elements (Minor)
Materials Cost: 750 Bu. Rune of Defense (Superior)
Grants a bonus +1d6 elemental damage of your choice to one
Materials Cost: 50,000 Bu.
weapon. (fire, electricity, cold, or acid)
Grants a bonus +3 AC to the chosen armor or shield.

Rune of the Elements (Greater)


Rune of Heat (Greater)
Materials Cost: 3,000 Bu.
Materials Cost: 3,000 Bu.
Grants a bonus +2d6 elemental damage of your choice to one
weapon. (fire, electricity, cold, or acid) The applied armor has resistance to Fire damage.

CORE RULEBOOK | 275


Rune of Cold (Greater) Rune of Hardness (Superior)
Materials Cost: 4,500 Bu. Materials Cost: 35,000 Bu.
The applied armor has resistance to Cold damage. Grants a bonus +15 Hardness to the chosen armor.

Rune of Bludgeoning (Minor) Rune of Regeneration (Greater)


Materials Cost: 3,500 Bu. Materials Cost: 25,000 Bu.
The applied armor has resistance to Bludgeoning damage. You regain 5 HP at the start of each of your turns while wearing
the chosen armor. Hit points regained this way cannot exceed your
current maximum.
Rune of Slashing (Minor)
Materials Cost: 4,000 Bu. Rune of Fear (Minor)
The applied armor has resistance to Slashing damage.
Materials Cost: 1,500 Bu.
You are immune from being Frightened while wearing the chosen
Rune of Piercing (Minor) armor.

Materials Cost: 5,000 Bu.


The applied armor has resistance to Piercing damage. Rune of Glamour (Minor)
Materials Cost: 2,500 Bu.
Rune of Ballistic (Greater) You are immune from being Charmed while wearing the chosen
armor.
Materials Cost: 15,000 Bu.

Rune of Poison (Minor)


The applied armor has resistance to Ballistic damage.

Rune of Spellbreaking (Minor) Materials Cost: 2,000 Bu.


You are immune from being Poisoned while wearing the chosen
Materials Cost: 4,500 Bu. armor.
You have advantage on all saving throws against magic.

Rune of Paralyses (Minor)


Rune of the Spellbreaking (Greater) Materials Cost: 3,500 Bu.
Materials Cost: 15,000 Bu. You are immune from being Paralysed while wearing the chosen
You have advantage on all saving throws against magic and spell armor.
attack rolls against you are made with disadvantage.

Rune of Mental Fortitude (Minor)


Rune of the Spellbreaking (Superior) Materials Cost: 1,000 Bu.
Materials Cost: 45,000 Bu. You have advantage on all saving throws against psychic effects.
You have advantage on all saving throws against magic, spell

Rune of Mental Fortitude (Greater)


attack rolls against you are made with disadvantage, and you have
resistance to any damage dealt by magic.
Materials Cost: 10,000 Bu.
Rune of Hardness (Minor) You have advantage on all saving throws against psychic effects
and psychic attack rolls against you are made with disadvantage.
Materials Cost: 2,500 Bu.

Rune of Mental Fortitude (Superior)


Grants a bonus +5 Hardness to the chosen armor.

Rune of Hardness (Greater) Materials Cost: 25,000 Bu.


You have advantage on all saving throws against psychic effects
Materials Cost: 15,000 Bu. and psychic attack rolls against you are made with disadvantage,
Grants a bonus +10 Hardness to the chosen armor. and you have resistance to any psychic damage.

276 | DARKENERGY ROLEPLAYING GAME


ENCHANTED TATTOOS
Tattoo enchanting is an ancient form of magic, and is a style
of art utilized by many different cultures across the multiverse.
The designs and function of these tattoos varies wildly between
peoples, races, species, countries, continents, worlds and planes.
Enchanted tattoos dimly radiate magic under a detect magic
spell. A successful DC 20 Arcana check may be made in order to
discern the nature of a magical tattoo. Dispel magic will not nullify
a tattoo’s magic, only suppress it for 1d4 rounds. Tattoos cease to
function in the area of an anti-magic field.

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

CORE RULEBOOK | 277


AVAILABLE TATTOO SPACE
Mark of Lesser Protection
Body Part Number of Tattoos
Head/Face 1 Medium, or 2 Small Chest/Back, Medium, Average 8,000 Bu
Chest 1 Large, or 2 Medium, or 4 Small You gain a bonus of 1 to your AC while wearing light armor or none.
Back 1 Large, or 2 Medium, or 4 Small
Arm/Wing
Leg or Tail
1 Medium and 1 Small, or 3 Small
1 Medium and 1 Small, or 3 Small
Mark of Greater Protection
Chest/Back, Large, Ornate 15,000 Bu
Size + Type + Skill = DC
You gain a bonus of 2 to your AC while wearing light armor or no
Enchanting a Tattoo armor.

The process of enchanting a tattoo is not wholly different from


the process of acquiring a tattoo. An enchanted tattoo artist of Cantrip Mark
the correct skill level can apply an enchanted tattoo or a PC can if
they are proficient in Tattoo Artist’s Tools and have an Enchanted Arm, Medium, Simple 1,500 Bu
Tattoo Artist Feat (page 145) of the proper level for the desired Select a cantrips from any spell class. You can now cast this
tattoo. cantrip up to three times per short rest. This cantrip cannot be
changed once they have been selected.
Permanence
The properties of enchanted tattoos permeate deep within
the muscles and sinew of the body, and are in most senses Mark of Truesight
permanent. Very few have ever been reported as having lost their
Face, Medium, Ornate 10,000 Bu
magical properties, even if the tattoo is no longer visible on the
skin. Incredibly deep burns or loss of limb removes the magically You can utilise Truesight for up to 1 hour per long rest. You can
enchanted parts of the body, removing the effects of any tattoos see in normal and magical darkness, up to 60 feet, see invisible
on that body part, and possibly allowing for another tattoo to be creatures and objects, automatically detect visual illusions
acquired. Limbs regrown with regenerate do not grow back their and succeed on saving throws against them, and perceives the
tattoos. Spells such as raise dead generally keep the tattoos original form of a shapechanger or a creature that is transformed
intact, given that the limb is still present. Reincarnation will not by magic. Furthermore, you can see into the Ethereal Plane to a
bring back the subject with their tattoos intact. Clones made with range of 120 ft..
the clone spell do not have tattoos. Truesight is a rare and powerful ability that few artists have
learned to harness in their art. The artist must successfully make

Enchanted Tattoo Templates a DC 25 check to apply the tattoo. Please note crafting rolls must
be made for each session.

Mark of Enhanced Skill Mark of Wisdom


Anywhere, Small, Simple 750 Bu Head, Small, Average 1,500 Bu
Increase any skill by one. Once skill has been selected, it cannot be You gain advantage on Wisdom (Insight) checks.
changed without upgrading the enchantment.

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.

278 | DARKENERGY ROLEPLAYING GAME


Mark of the Artist Mark of Darkness
Both arms, Small, Ornate 3,500 Bu Anywhere, Medium, Simple 3,000 Bu
You gain proficiency with one type of artisan’s tools. The type of As an action, you emanate a magical darkness, which fills a 15 ft.
tools are worked into the design of the tattoo. radius sphere centred on you and moves with you. Creatures with
darkvision cannot see through this darkness, and non magical
light cannot illuminate it. Completely covering the source of the
Mark of the Sharpshooter darkness with an opaque object, such as a bowl or a helm, blocks
the darkness. The darkness lasts for 1 hour unless dispelled, and
Arm, Medium, Average 2,000 Bu the tattoo may be activated once per long rest.
You gain a +1 bonus on ranged attack rolls with ranged weapons If any of this effect’s area overlaps with an area of light created
that you are proficient with. by a spell of 2nd level or lower, the spell that created the light is
dispelled.

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.

CORE RULEBOOK | 279


PSIONIC POWERS
1-Psi Point
Chain Lightning 1–7 psi
As an action, you lash out at one creature you can see within
60 feet of you with tendrils of lightning. The target must make
a Dexterity saving throw, with disadvantage if it’s wearing heavy
armor. The target takes 1d8 lightning damage per psi point spent
on a failed save, or half as much damage on a successful one.

Charming 1–7 psi


as much damage.
As an action, you exert an aura of sympathetic power. Roll 2d8
per psi point spent on this ability; the total is how many hit
points worth of creatures this option can affect. Creatures within
30 feet of you are affected in ascending order of their hit point
Enhanced Weapon 1–7 psi
maximums, ignoring incapacitated creatures, creatures immune As a bonus action, you imbue a weapon you’re holding or your
to being charmed, and creatures engaged in combat. Starting with unarmed strike with psychic energy. The next time you hit with it
the creature that has the lowest hit point maximum, each creature before the end of your turn, it deals an extra 1d10 psychic damage
affected by this option is charmed by you for 10 minutes, regarding per psi point spent.
you as a friendly acquaintance. Subtract each creature’s hit point
maximum from the total before moving on to the next creature. A
creature’s hit point maximum must be equal to or less than the
remaining total for that creature to be affected.
Flesh of Stone 1–7 psi
As a reaction when you are hit by an attack, you gain a +1 bonus

Corrosive Touch 1–7 psi


to AC for each psi point you spend on this ability. The bonus lasts
until the end of your next turn. This bonus applies against the
triggering attack.
As an action, you deliver a touch of acid to one creature within
your reach. The target must make a Dexterity saving throw, taking
1d10 acid damage per psi point spent on a failed save, or half as
much damage on a successful one.
Floating Path 1–7 psi
As part of your move on your turn, you can fly up to 20 feet for

Damage Dealer 1–7 psi


each psi point spent. If you end this flight in the air, you fall unless
something else holds you aloft.
As a bonus action, you gain a bonus to your next damage roll
against a target you hit with a melee attack during the current turn.
The bonus equals +1d6 per psi point spent, and the bonus damage
Force Back 1–7 psi
is the same type as the attack. If the attack has more than one When you hit a target with a melee attack, you can activate this
damage type, you choose which one to use for the bonus damage. ability as a reaction. The target must succeed on a Strength saving
throw or be knocked 10 feet away from you per psi point spent. The

Darkness 1–7 psi


target moves in a straight line. If it hits an object, this movement
immediately ends and the target takes 1d6 bludgeoning damage
per psi point spent.
As an action, you create an area of magical darkness, which foils
darkvision. Choose a spot you can see within 60 feet of you.
Magical darkness radiates from that point in a sphere with a 10-
foot radius per psi point spent on this ability. The light produced by
Healing Thoughts 1–7 psi
spells of 2nd level or less is suppressed in this area. As an action, you can spend psi points to restore hit points to one
creature you touch. The creature regains 1d8 hit points per psi

Depression 1–7 psi


point spent.

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

280 | DARKENERGY ROLEPLAYING GAME


throw. On a failed save, the target takes 1d8 cold damage per psi
point spent and has its speed halved until the start of your next Seize Weapon 1–7 psi
turn. On a successful save, the target takes half as much damage.
As an action, your mind seizes control of a one-handed melee
weapon you’re holding. The weapon flies toward one creature
Incinerate 1–7 psi you can see within 30 feet of you and makes a one-handed melee
weapon attack against it, using your discipline attack modifier for
Duration: Concentration, 1 minute the attack and damage rolls. On a hit, the weapon deals its normal
damage, plus an extra 1d10 force damage per psi point spent on
As an action, choose one creature or object you can see within 120
this ability. The weapon returns to your grasp after it attacks.
feet of you. The target must make a Constitution save. On a failed
save, the target takes 1d10 fire damage per psi point spent, and
it catches on fire, taking 1d6 fire damage at the end of each of its
turns until your concentration ends or until it or a creature adjacent
Soothing Presence 1–7 psi
to it extinguishes the flames with an action. On a successful save, As a bonus action, choose up to three creatures you can see within
the target takes half as much damage and doesn’t catch on fire. 60 feet of you. Each target gains 5 temporary hit points per psi
point spent on this effect.
Mental Weapon 1 psi
As a bonus action, you temporarily transform one weapon you’re
Venom 1–7 psi
holding or your unarmed strike into pure psionic energy. The next As an action, you create a poison spray that targets one creature
attack you make with it before the end of your turn ignores the you can see within 30 feet of you. The target must make a
target’s armor, requiring no attack roll. Instead, the target makes a Constitution saving throw. On a failed save, it takes 1d6 poison
Dexterity saving throw against this discipline. On a failed save, the damage per psi point spent and is poisoned until the end of your
target takes the attack’s normal damage and suffers its additional next turn. On a successful save, the target takes half as much
effects. On a successful save, the target takes half damage from damage and isn’t poisoned.
the attack but suffers no additional effects that would normally be
imposed on a hit..
Wind Tunnel 1–7 psi
Perceived Threat 1–7 psi As an action, you create a line of focused air that is 30 feet long
and 5 feet wide. Each creature in that area must make a Strength
As an action, choose one creature you can see within 60 feet of saving throw, taking 1d8 bludgeoning damage per psi point spent
you. The target must make an Intelligence saving throw. On a and being knocked prone on a failed save, or half as much damage
failed save, it takes 1d10 psychic damage per psi point spent and on a successful one.
thinks it perceives a threatening creature just out of its sight; until
the end of your next turn, it can’t use reactions, and melee attack
rolls against it have advantage. On a successful save, it takes half
as much damage. 2-Psi Points
Psionic Blast 1–7 psi Acid 2 psi
As an action, choose one creature you can see within 60 feet of As a reaction when you take piercing or slashing damage, you
you. The target takes 1d8 psychic damage per psi point spent on cause acid to spray from your wound; each creature within 5 feet
this ability. of you takes 2d6 acid damage.

Psychic Parry 1–7 psi Assess Foe 2 psi


As a reaction when you make an Intelligence, a Wisdom, or a As a bonus action, you analyze the aura of one creature you
Charisma saving throw, you gain a +1 bonus to that saving throw see. You learn its current hit point total and all its immunities,
for each psi point you spend on this ability. You can use this ability resistances, and vulnerabilities.
after rolling the die but before suffering the results.

Attention Grab 2 psi


Push 1–7 psi Duration: Concentration, 1 minute
As an action, choose one creature you can see within 60 feet of As an action, you exert an aura of power that grabs a creature’s
you. The target must make a Strength saving throw. On a failed attention. Choose one creature you can see within 60 feet of
save, it takes 1d8 force damage per psi point spent and is pushed you. It must make a Charisma saving throw. On a failed save, the
up to 5 feet per point spent in a straight line away from you. On a creature is so thoroughly distracted by you that all other creatures
successful save, it takes half as much damage. are invisible to it until your concentration ends. This effect ends if
the creature can no longer see or hear you or if it takes damage.

CORE RULEBOOK | 281


Cocoon 2 psi Find 2 psi
As an action, you sheathe yourself in an intangible field of magical Duration: Concentration, 1 hour
force. For 8 hours, your base AC is 14 + your Dexterity modifier, and
You cast your mind about for information about a specific creature.
you gain resistance to force damage. This effect ends if you are If you concentrate for this option’s full duration, you then gain a
wearing or don armor. general understanding of the creature’s current location. You learn
the region, city, town, village, or district where it is, pinpointing an
Comfort 2 psi area between 1 and 3 miles on a side (DM’s choice). If the creature
is on another plane of existence, you instead learn which plane.
Duration: Concentration, 1 minute
As a bonus action, choose up to three allies you can see (you Greater Strength 2 psi
can choose yourself in place of one of the allies). Until your
concentration ends, each target can roll a d4 when making a As a bonus action, you gain a +5 bonus to Strength checks until
saving throw and add the number rolled to the total. the end of your next turn.

Coordinated 2 psi Hold Weapon 2 psi


As a bonus action, choose up to five allies you can see within 60 As an action, choose one nonmagical weapon held by one creature
feet of you. Each of those allies can use their reaction to move up you can see within 60 feet of you. That creature must succeed on
to half their speed, following a path of your choice. a Strength saving throw, or the chosen weapon can’t be used to
attack until the end of your next turn.

Create Fear 2 psi


Ice Slick 2 psi
Duration: Concentration, 1 minute
As an action, choose a point on the ground you can see within 60
As an action, choose one creature you can see within 60 feet
feet of you. The ground in a 20-foot radius centered on that point
of you. The target must succeed on a Wisdom saving throw or
becomes covered in ice for 10 minutes. It is difficult terrain, and
become frightened of you until your concentration ends. Whenever
any creature that moves more than 10 feet on it must succeed
the frightened target ends its turn in a location where it can’t see
on a Dexterity saving throw or fall prone. If the surface is sloped,
you, it can repeat the saving throw, ending the effect on itself on
a creature that falls prone in the area immediately slides to the
a success.
bottom of the slope.

Defensive Foresight 2 psi Illuminate 2 psi


When you are hit by an attack, you can use your reaction to gain a
Duration: Concentration, 1 minute
+4 bonus to AC against that attack, possibly turning it into a miss.
You then teleport up to 10 feet to an unoccupied space you can As an action, an object you touch radiates light in a 20-foot radius
see. and dim light for an additional 20 feet. The light lasts until your
concentration ends. Alternatively, a creature you touch radiates
light in the same manner if it fails a Dexterity saving throw. While
Emotion Sense 2 psi lit in this manner, it can’t hide, and attack rolls against it gain
advantage.
As a bonus action, you learn a one-word summary of the emotional
state of up to six creatures you can see, such as happy, confused,
afraid, or violent. Incite Violence 2 psi
Duration: Concentration, 10 minutes
Fake Conscience 2 psi If you spend 1 minute conversing with a creature, you can attempt
to leave a simmering violence in its mind. At the end of the minute,
As an action, you target one creature you can communicate with
you can use an action to force the creature to make a Wisdom
via telepathy. The target must make an Intelligence saving throw.
saving throw to resist feeling violent urges against one creature
On a failed save, the target believes one statement of your choice
you describe to it or name. The save automatically succeeds if the
for the next 5 minutes that you communicate to it via telepathy.
target is immune to being charmed. On a failed save, the target
The statement can be up to ten words long, and it must describe
attacks the chosen creature if it sees that creature before your
you or a creature or an object the target can see. On a successful
concentration ends, using weapons or spells against a creature it
save, the target is unaffected, and you can’t use this ability on
was already hostile toward or unarmed strikes against an ally or a
it again until you finish a long rest. A creature is immune to this
creature it was neutral toward. Once the fight starts, it continues to
ability if it is immune to being charmed.
attack for 5 rounds before this effect ends. This effect immediately
ends if the target or any ally it can see is attacked or takes damage
from any creature other than the one it has been incited against.
On a successful save, the creature is unaffected and has no inkling
of your attempt to bend its will.

282 | DARKENERGY ROLEPLAYING GAME


or take 1d6 bludgeoning damage and be moved to an unoccupied
Mindless Charge 2 psi space of your choice in the sphere. Any loose object in the sphere
is moved to an unoccupied space of your choice within it if the
As a bonus action, choose up to three creatures you can see within object weighs no more than 100 pounds.
60 feet of you. Each target can immediately use its reaction to
move up to its speed in a straight line toward its nearest enemy.
Wall of Clouds 2 psi
Pre-Cog 2 psi Duration: Concentration, 10 minutes
As an action, you create a wall of clouds, at least one portion of
Duration: Concentration, 1 minute
which must be within 60 feet of you. The wall is 60 feet long, 15
As a bonus action, you open yourself to receive momentary insights feet high, and 1 foot thick. The wall lasts until your concentration
that improve your odds of success; until your concentration ends, ends. Creatures can pass through it without hindrance, but the
whenever you make an attack roll, a saving throw, or an ability wall blocks vision.
check, you roll a d4 and add it to the total.

Primordial Resistance 2 psi 3-Psi Points


Adaptation Reserve 3 psi
As an action, you or a creature you touch ignores the effects of
extreme heat or cold (but not cold or fire damage) for the next hour.
When you take acid, cold, fire, lightning, or thunder damage, you
Projectile Awareness 2 psi can use your reaction to gain resistance to damage of that type—
including the triggering damage— until the end of your next turn.
As a reaction when you miss with a ranged weapon attack, you

Assess Foe II 3 psi


can repeat the attack roll against the same target.

Psychic Backlash 2 psi Duration: Concentration, 1 hour


As an action, you study one creature’s aura. Until your concentration
As a reaction, you can impose disadvantage on an attack roll ends, while you can see the target, you learn if it’s under the effect
against you if you can see the attacker. If the attack still hits you, of any magical or psionic effects, its current hit point total, and its
the attacker takes 2d10 psychic damage. basic emotional state. While this effect lasts, you have advantage
on Wisdom and Charisma checks you make against it.

Psychic Tide 2 psi


As an action, you unleash a psychic wave that surges forth and
Aura of Advantage 3 psi
then retreats to you like the rising tide. You create a wave in a Duration: Concentration, 1 minute
20-foot-by-20-foot square. At least some portion of the square’s
border must be within 5 feet of you. Any creature in that square As a bonus action, you unleash an aura of rage. Until your
must make a Strength saving throw. On a failed save, a target concentration ends, you and any creature within 60 feet of you has
takes 2d6 bludgeoning damage, is knocked prone, and is pulled up advantage on melee attack rolls.
to 10 feet closer to you. On a successful save, a target takes half
as much damage. You can increase this ability’s damage by 1d6
per additional psi point spent on it. Aura of Mirth 3 psi
Duration: Concentration, 1 minute
Remove Fear 2 psi As a bonus action, you radiate a distracting mirth until your
concentration ends. Each creature within 60 feet of you that can
As a bonus action, choose up to six creatures you can see within see you suffers disadvantage on any checks using the Perception
60 feet of you. If any of those creatures is frightened, that condition and Investigation skills.
ends on that creature.

Enhanced Senses 3 psi


Thick Skin 2 psi
You gain a keen sense of smell and an instinct to detect prey. You
As a bonus action, you gain resistance to bludgeoning, piercing, can see invisible creatures and objects within 10 feet of you, even
and slashing damage until the end of your next turn. if you are blinded.

Tornado 2 psi Fire Box 3 psi


As an action, choose a point you can see within 60 feet of you. Duration: Concentration, 1 minute
Winds howl in a 20-foot-radius sphere centered on that point. Each
As an action, you create fire in a 20-foot-by-20-foot cube within
creature in the sphere must succeed on a Strength saving throw

CORE RULEBOOK | 283


5 feet of you. The fire lasts until your concentration ends. Any a failed save, it perceives a horrid creature adjacent to it until
creature in that area when you use this ability and any creature your concentration ends. During this time, the target can’t take
that ends its turn there takes 5 fire damage. reactions, and it takes 1d8 psychic damage at the start of each
of its turns. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. You can
Grab 3 psi increase the damage by 1d8 for each additional psi point spent on
the ability.
Duration: Concentration, 1 minute

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.

Identify Object 3 psi


Telekinetic Wall 3 psi
Duration: Concentration, 1 hour
You carefully study an item. If you concentrate for this option’s full Duration: Concentration, 10 minutes
duration while remaining within 5 feet of the item, you then gain As an action, you create a transparent wall of telekinetic energy, at
the benefits of an identify spell cast on that item. least one portion of which must be within 60 feet of you. The wall
is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until
your concentration ends. Each 10-foot section of the wall has an
Palisade 3 psi AC of 10 and 10 hit points.

Duration: Concentration, 1 hour


As an action, you create a wall of wood at least one portion of Translucent Armor 3 psi
which must be within 60 feet of you. The wall is 60 feet long, 15
feet high, and 1 foot thick. The wall lasts until your concentration As an action, choose a nonmagical suit of armor worn by one
ends. Each 5-foot wide section of the wall has AC 12 and 100 hit creature you can see within 60 feet of you. That creature must
points. Breaking one section creates a 5-foot by 5-foot hole in it, succeed on a Constitution saving throw, or the creature’s AC
but the wall otherwise remains intact. becomes 10 + its Dexterity modifier until the end of your next turn.

Phantom 3 psi Water Cannon 3 psi


Duration: Concentration, 1 minute As an action, you unleash a jet of water in a line that is 60 feet long
and 5 feet wide. Each creature in the line must make a Strength
As an action, choose one creature you can see within 60 feet saving throw, taking 3d6 bludgeoning damage on a failed save, or
of you. The target must make an Intelligence saving throw. On half as much damage on a successful one. In addition, you can

284 | DARKENERGY ROLEPLAYING GAME


move each target that fails its saving throw to any unoccupied taking 7d6 fire damage and being knocked prone on a failed save,
space touching the line. You can increase this ability’s damage by or half as much damage on a successful one.
1d6 per additional psi point spent on it.

Dominating Will 5 psi


X-Ray Vision 3 psi
As an action, you target one creature you can communicate with
Duration: Concentration, 1 minute via telepathy. The target must make an Intelligence saving throw.
On a failed save, you choose the target’s movement and action on
As a bonus action, you gain the ability to see through objects that
its next turn. On a successful save, the target is unaffected, and
are up to 1 foot thick within 30 feet of you. This sight lasts until
you can’t use this ability on it again until you finish a long rest. A
your concentration ends.
creature is immune to this ability if it is immune to being charmed.

5-Psi Points Double-Cross 5 psi


Duration: Concentration, 1 minute
Augment Weapon 5 psi As an action, you plant delusional paranoia in a creature’s mind.
Choose one creature you can see within 60 feet of you. The
Duration: Concentration, 10 minutes
target must succeed on an Intelligence saving throw, or until your
As a bonus action, touch one simple or martial weapon. Until your concentration ends, it must target its allies with attacks and other
concentration ends, that weapon becomes a magic weapon with a damaging effects. The target can repeat the saving throw at the
+3 bonus to its attack and damage rolls. end of each of its turns, ending the effect on itself on a success. A
creature is immune to this ability if it is immune to being charmed.

Blazing Armor 5 psi


Duration: Concentration, 1 minute
Floating Path II 5 psi
As a bonus action, you become wreathed in flames until your Duration: Concentration, 10 minutes
concentration ends. Any creature that end its turn within 5 feet of As a bonus action, you gain a flying speed of 60 feet, which lasts
you takes 3d6 fire damage. until your concentration ends.

Breath of Acid 5 psi Group Panic 5 psi


You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each Duration: Concentration, 1 minute
creature in the line must make a Constitution saving throw, taking
As an action, choose up to eight creatures you can see within 90
6d6 acid damage on a failed save, or half as much on a successful
feet of you that can see you. At the start of each of a target’s turns
one. You can increase the damage by 1d6 per additional psi point
before your concentration ends, the target must make a Wisdom
spent on it.
saving throw. On a failed save, the target is frightened until the
start of its next turn, and you roll a die. If you roll an odd number,
Breath of Life 5 psi the frightened target moves half its speed in a random direction
and takes no action on that turn, other than to scream in terror. If
As an action, you touch one creature that has died within the last you roll an even number, the frightened target makes one melee
minute. The creature returns to life with 1 hit point. This ability attack against a random target within its reach. If there is no such
can’t return to life a creature that has died of old age, nor can it target, it moves half its speed in a random direction and takes no
restore a creature missing any vital body parts. action on that turn. This effect ends on a target if it succeeds on
three saving throws against it.

Covering Fire 5 psi Lexicon 5 psi


Duration: Concentration, 1 minute
As an action, you attune your mind to the psychic imprint of
As a bonus action, you imbue a ranged weapon with a limited all language. For 1 hour, you gain the ability to understand any
sentience. Until your concentration ends, you can make an extra language you hear or attempt to read. In addition, when you speak,
attack with the weapon at the start of each of your turns (no action all creatures that can understand a language understand what you
required). If it is a thrown weapon, it returns to your grasp each say, regardless of what language you use.
time you make any attack with it.

Detonation 5 psi Light Ray 5 psi


Duration: Concentration, 1 minute
As an action, you create a fiery explosion at a point you can see
within 120 feet of you. Each creature in a 20-foot-radius sphere As an action, you project a beam of light at one creature you can
centered on that point must make a Constitution saving throw, see within 60 feet of you. The target must make a Dexterity saving
throw. On a failed save, it takes 6d6 radiant damage and is blinded

CORE RULEBOOK | 285


until your concentration ends. On a successful save, it takes half
as much damage. A blinded target can repeat the saving throw at Recovery Field 5 psi
the end of each of its turns, ending the effect on itself on a success.
As a bonus action, you and up to five allies you can see within
You can increase this effect’s damage by 1d6 per each additional
60 feet of you can immediately make saving throws against every
psi point spent on it.
effect they’re suffering that allows a save at the start or end of
their turns.
Lightning Dance 5 psi
As an action, you let loose a line of lightning that is 60 feet long Revulsion 5 psi
and 5 feet wide. Each creature in the line must make a Dexterity
Duration: Concentration, 1 minute
saving throw, taking 6d6 lightning damage on a failed save, or half
as much damage on a successful one. You can then teleport to You cause a creature to regard all other beings as horrid, alien
an unoccupied space touched by the line. You can increase this entities. As an action, choose one creature you can see within
ability’s damage by 1d6 per additional psi point spent on it. 60 feet of you. The target must make a Wisdom saving throw.
On a failed save, it takes 5d6 psychic damage, and until your
concentration ends, it takes 1d6 psychic damage per creature
Lurker Vision 5 psi within 5 feet of it at the end of each of its turns. On a successful
save, the target takes only half the initial damage and suffers none
Duration: Concentration, 1 minute of the other effects.
As a bonus action, you gain the ability to see auras even of invisible
or hidden creatures. Until your concentration ends, you can see
all creatures, including hidden and invisible ones, regardless of Swap II 5 psi
lighting conditions.
As an action, choose one creature you can see within 120 feet of
you. That creature must make a Wisdom saving throw. On a failed
Mental Storm 5 psi save, you and that creature teleport, swapping places. This ability
fails and is wasted if either of you can’t fit in the destination space.
As an action, choose a point you can see within 60 feet of you. Each
creature in a 20-foot-radius sphere centered on that point must
make a Wisdom saving throw. On a failed save, a target takes 6d8 Sleet Storm 5 psi
psychic damage and suffers disadvantage on all saving throws
Duration: Concentration, 1 minute
until the end of your next turn. On a successful save, a creature
takes half as much damage. You can increase the damage by 1d6 As an action, choose a point you can see within 120 feet of you.
per additional psi point spent on this ability. The air in a 20-foot-radius sphere centered on that point becomes
deathly cold and saturated with moisture. Each creature in that
area must make a Constitution saving throw. On a failed save, a
Mind Tickle 5 psi target takes 6d6 cold damage, and its speed is reduced to 0 until
your concentration ends. On a successful save, a target takes half
Duration: Concentration, 8 hours as much damage. As an action, a target that has its speed reduced
As an action, you create a psychic model of reality in your mind can end the effect early if it succeeds on an Athletics check with a
and set it to show you a few seconds into the future. Until your DC equal to this effect’s save DC.
concentration ends, you can’t be surprised, attack rolls against You can increase this effect’s damage by 1d6 per each additional
you can’t gain advantage, and you gain a +10 bonus to initiative. psi point spent on it.

Primordial Resistance II 5 psi Tactical Force 5 psi


Duration: Concentration, 1 hour Duration: Concentration, 1 minute
As an action, you can touch one creature and give it resistance to As an action, you exert an aura of trust and command that unites
acid, cold, fire, lightning, or thunder damage (your choice), which your allies into a cohesive unit. Until your concentration ends, any
lasts until your concentration ends. ally within 60 feet of you on their turn can, as a bonus action, take
the Dash or Disengage action or roll a d4 and add the number
rolled to each attack roll they make that turn.
Psychic Bubble 5 psi
Duration: Concentration, 10 minutes Water Breathing 5 psi
As an action, you create a field of protective psychic energy.
Choose any number of creatures within 30 feet of you. Until your As an action, you grant yourself and up to ten willing creatures you
concentration ends, each target has resistance to psychic damage can see within 60 feet of you the ability to breathe underwater for
and advantage on Intelligence, Wisdom, and Charisma saving the next 24 hours.
throws.

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.

Thick Skin II 6 psi


Grand Delusion 6 psi
Duration: Concentration, 1 minute
Duration: Concentration, 1 hour As a bonus action, you gain resistance to bludgeoning, piercing,
While you concentrate on this ability, you probe one creature’s and slashing damage, which lasts until your concentration ends.
mind. The creature must remain within 30 feet of you, and you
must be able to see it. If you reach the ability’s full duration, the
target must make three Intelligence saving throws, and you plant Thunder Screen 6 psi
a memory or an idea in it, which lasts for a number of hours based
on the number of saving throws it fails. You choose whether the Duration: Concentration, 10 minutes
idea or memory is trivial or personality-defining. As an action, you create a wall of thunder, at least one portion of
With one failed saving throw, the idea or memory lasts for the next which must be within 60 feet of you. The wall is 60 feet long, 15 feet
4 hours. With two failed saving throws, it lasts for 24 hours. With high, and 1 foot thick. The wall lasts until your concentration ends.
three failed saving throws, it lasts for 48 hours. Every foot moved through the wall costs 1 extra foot of movement.
When a creature moves into the wall’s space for the first time on
a turn or starts its turn there, that creature must succeed on a
Ice Wall 6 psi Strength saving throw, or it takes 6d6 thunder damage, is pushed
in a straight line up to 30 feet away from the wall, and is knocked
Duration: Concentration, 10 minutes prone.
As an action, you create a wall of ice, at least one portion of which
must be within 60 feet of you. The wall is 60 feet long, 15 feet high,
and 1 foot thick. The wall lasts until your concentration ends. Each Water Orb 6 psi
10-foot section of the wall has AC 12 and 30 hit points. A creature
Duration: Concentration, 1 minute
that damages the wall with a melee attack takes cold damage
equal to the damage the creature dealt to the wall. As an action, you cause a sphere of water to form around a
creature. Choose one creature you can see within 60 feet of you.
The target must make a Dexterity saving throw. On a failed save, it
Misty Form 6 psi becomes trapped in the sphere of water until your concentration
ends. While the target is trapped, its speed is halved, it suffers
Duration: Concentration, 1 minute disadvantage on attack rolls, and it can’t see anything more than
10 feet away from it. However, attack rolls against it also suffer
As an action, your body becomes like a misty cloud until
disadvantage. The target can repeat the saving throw at the end
your concentration ends. In this form, you gain resistance to
of each of its turns, ending the effect on itself on a successful one.
bludgeoning, piercing, and slashing damage, and you can’t
take actions other than the Dash action. You can pass through
openings that are no more than 1 inch wide without squeezing.
7-Psi Points
Psychic Blast 6 psi
Animate Elemental 7 psi
As an action, you unleash devastating psychic energy in a 60-foot
cone. Each creature in that area must make an Intelligence saving Duration: Concentration, 1 hour
throw, taking 8d8 psychic damage on a failed save, or half as much
As an action, you cause an elemental of either air, fire, water or
damage on a successful one. You can increase the damage by 2d8
earth to appear in an unoccupied space you can see within 120
if you spend 1 more psi point on this ability.
feet of you. The elemental lasts until your concentration ends, and
it obeys your verbal commands. In combat, roll for its initiative,
Psychic Paralyses 6 psi and choose its behavior during its turns. When this effect ends, the
elemental disappears.
Duration: Concentration, 1 minute
As an action, you target one creature you can see within 60 feet of Charming Presence 7 psi
you. The target must succeed on an Intelligence saving throw, or
it is paralyzed until your concentration ends. At the end of each of Duration: Concentration, 10 minutes
its turns, it can repeat the saving throw. On a success, this effect
As an action, you exert an aura that inspires awe in others. Choose
ends. On a failure, you can use your reaction to force the target to
up to 5 creatures you can see within 60 feet of you. Each target
move up to half its speed, even though it’s paralyzed.
must succeed on an Intelligence saving throw or be charmed

CORE RULEBOOK | 287


by you until your concentration ends. While charmed, the target concentration ends. While this size, you gain a +10 bonus to
obeys all your verbal commands to the best of its ability and Dexterity (Stealth) checks and a +5 bonus to AC, you can move
without doing anything obviously self-destructive. The charmed through gaps up to 1 inch across without squeezing, and you can’t
target will attack only creatures that it has seen attack you since make weapon attacks.
it was charmed or that it was already hostile toward. At the end of
each of its turns, it can repeat the saving throw, ending the effect
on itself on a success. Overwhelming Assault 7 psi
As an action, choose up to five allies you can see within 60 feet of
Gateway 7 psi you. Each of those allies can use their reaction to take the Attack
action. You choose the targets of the attacks.
Duration: Concentration, 1 hour
As an action, you create a 5-foot cube of dim, gray light within
5 feet of you. You create an identical cube at any point of your Poison Breath 7 psi
choice within 1 mile that you have viewed within the past 24
You exhale a cloud of poison in a 90-foot cone. Each creature
hours. Until your concentration ends, anyone entering one of the
in the line must make a Constitution saving throw, taking 10d6
cubes immediately teleports to the other one, appearing in an
poison damage on a failed save, or half as much damage on a
unoccupied space next to it. The teleportation fails if there is no
successful one.
space for the creature to appear in.

Gigantic 7 psi Primordial Immunity 7 psi


Duration: Concentration, 1 hour
Duration: Concentration, 1 minute
As an action, you can touch one creature and give it immunity to
As a bonus action, you gain 30 temporary hit points. In addition,
acid, cold, fire, lightning, or thunder damage (your choice), which
until your concentration ends, your melee weapon attacks deal an
lasts until your concentration ends.
extra 2d6 bludgeoning damage on a hit, and your reach increases
by 10 feet. If you’re smaller than Huge, you also become Huge for
the duration.
Psychic Bombardment 7 psi
Imaginary Treasure 7 psi As an action, you create a 20-foot cube of psychic energy
within 120 feet of you. Each creature in that area must make an
Intelligence saving throw. On a failed save, a target takes 8d8
Duration: Concentration, 1 minute
psychic damage and is stunned until the end of your next turn. On
As an action, you plant the phantom of a greatly desired object in a successful save, a target takes half as much damage.
a creature’s mind. Choose one creature you can see within 60 feet
of you. The target must make an Intelligence saving throw. On a
failed save, you gain partial control over the target’s behavior until Psychic Domination 7 psi
your concentration ends; the target moves as you wish on each of
its turns, as it thinks it pursues the phantom object it desires. If it Duration: Concentration, 1 minute
hasn’t taken damage since its last turn, it can use its action only As an action, you target one creature you can see within 60 feet
to admire the object you created in its perception. The target can of you. The target must succeed on an Intelligence saving throw,
repeat the saving throw at the end of each of its turns, ending the or you choose the creature’s actions and movement on its turns
effect on itself on a success. until your concentration ends. At the end of each of its turns, it can
repeat the saving throw, ending the effect on itself on a success. A

Lasting Invisibility 7 psi creature is immune to this ability if it is immune to being charmed.

Duration: Concentration, 1 minute


Restoring Touch 7 psi
As a bonus action, you turn invisible and remain so until your
concentration ends. As an action, you can touch one creature and choose one of the
following: remove any reductions to one of its ability scores,
remove one effect that reduces its hit point maximum, or reduce
Mad Rush 7 psi its exhaustion level by one.

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.

288 | DARKENERGY ROLEPLAYING GAME


GAME MASTERING
ENVIRONMENT
Acid as far as that creature is concerned. However, the creature can’t
discern color in darkness, only shades of gray.
Corrosive acids deal damage each round of exposure. Most acids
do 2d6 points of damage on initial contact then 1d6 persistent Truesight
damage at the end of each round until either a successful DC 15 A creature with truesight can, out to a specific range, see in
flat check or the acid is removed. normal and magical darkness, see invisible creatures and objects,
Acid damage from an attack reduces hit points. A character fully automatically detect visual illusions and succeed on saving throws
immersed in acid takes 10d6 points of damage per round of against them, and perceives the original form of a shapechanger or
immersion. a creature that is transformed by magic. Furthermore, the creature
can see into the Ethereal Plane.

Light & Vision


Disease
The most fundamental tasks of adventuring—noticing danger,
finding hidden objects, hitting an enemy in combat, and targeting When a character is exposed to a treatable disease, the character
a spell, to name just a few—rely heavily on a character’s ability to must make an immediate Constitution saving throw. The victim
see. Darkness and other effects that obscure vision can prove a must make this roll when he or she comes into contact with
significant hindrance. an infectious carrier, touches an item smeared with diseased
matter, consumes food or drink tainted with a disease, or suffers
A given area might be lightly or heavily obscured. damage from a contaminated attack. If the character succeeds,
In a lightly obscured area, such as dim light, patchy fog, or the disease has no effect on him or her-the character’s immune
moderate foliage, creatures have disadvantage on Wisdom system fights off the infection. If the character fails the save, he
(Perception) checks that rely on sight. or she takes damage after an incubation period; once per day
thereafter, the character must succeed at a Constitution saving
A heavily obscured area—such as darkness, opaque fog, or dense
throw to avoid secondary damage. Two successful saving throws
foliage—blocks vision entirely. A creature effectively suffers from
in a row indicate that the character has fought off the disease and
the blinded condition when trying to see something in that area.
recovers, taking no more damage. The characteristics of some
The presence or absence of light in an environment creates three treatable diseases are summarized on Table: Diseases.
categories of illumination: bright light, dim light, and darkness.
Saving Throw. Once you come in contact with a disease, you must
Bright light lets most creatures see normally. Even gloomy days make the DC save or be infected with that disease.
provide bright light, as do torches, lanterns, fires, and other sources
Type. What creates the disease. Most are either bacterial or viral
of illumination within a specific radius.
in nature but a few other types exist. Using antibacterials will help
Dim light, also called shadows, creates a lightly obscured area. An overcome a bacterial disease and the same for antivirals with
area of dim light is usually a boundary between a source of bright viruses.
light, such as a torch, and surrounding darkness. The soft light of
Vaccine Available. Tells if using a pharmaceutical vaccine is an
twilight and dawn also counts as dim light. A particularly brilliant
option for a particular disease.
full moon might bathe the land in dim light.
Transmission. The disease’s method of delivery-ingested, inhaled,
Darkness creates a heavily obscured area. Characters face
or via an injection. Some injected diseases can be transmitted by
darkness outdoors at night (even most moonlit nights), within the
a wound as small as an insect bite. Most diseases that are inhaled
confines of an unlit dungeon or a subterranean vault, or in an area
can also be ingested (and vice versa).
of magical darkness.
Incubation. The amount of time before stage 1 takes effect (if the
Blindsight victim fails their Constitution save).
A creature with blindsight can perceive its surroundings without Stage. Describes what effects happen during that stage if the
relying on sight, within a specific radius. Creatures without eyes, save fails. It lasts for the amount of time listed. Then a new saving
such as oozes, and creatures with echolocation or heightened throw can be made to avoid progressing to the next stage. This is
senses, such as bats and true dragons, have this sense. repeated until the diseases final stage is reached or the afflicted
is cured.
Darkvision
Many creatures in fantasy gaming worlds, especially those that
dwell underground, have darkvision. Within a specified range, a
creature with darkvision can see in darkness as if the darkness
were dim light, so areas of darkness are only lightly obscured

CORE RULEBOOK | 289


Common Diseases Salmonellosis
Eating or drinking something contaminated with salmonella will
Diseases effect all races and are known by many different names. induce vomiting, fever, and abdominal pain.
If a character is of venerable age, the symptom value at each stage
Saving Throw: DC 16 Constitution
is doubled.
Type: Bacterial Vaccine Available: No
Malaria Transmission: Ingested Incubation: 8 hours
A disease spread by bloodsucking insects, malaria sometimes Stage 1: sickened 1 (1 day)
enters long periods of dormancy. If you succumb to malaria, you
may continue to be periodically affected by the disease, even if Stage 2: sickened 2 (1 day)
you’re cured. You can’t reduce your sickened condition while
affected with malaria. Red Pox Plague
Saving Throw: DC 16 Constitution An infectious disease that usually occurs in outbreaks. This
disease is identifiable by the numerous red pox that fill and burst
Type: Parasite Vaccine Available: No as the disease progresses.
Transmission: Injected Incubation: 10 days Saving Throw: DC 16 Constitution
Stage 1: sickened 1 (1 day) Type: Viral Vaccine Available: Yes
Stage 2: sickened 2 (1 day) Transmission: Inhaled, Contact, Injected Incubation: 12 days
Stage 3: sickened 2, and disease recurs every 1d4 months even if Stage 1: sickened 1 (2 days)
cured (1 day);
Stage 2: sickened 2, visible rash (2 days)
Stage 4: unconscious (1 day);
Stage 3: sickened 3, stupefied 1 and visible red pox (2 days)
Stage 5: death
Stage 4: sickened 3, stupefied 2, enfeebled 1, cant speak and
Anthrax visible red pox (2 days)

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

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Electricity
into your lungs (pneumonic plague) or blood (septicemic plague),
which is even more fatal. If you have bubonic plague, you can’t
remove the fatigued condition while affected.
Electronic hazards come in many forms, including stun guns,
Saving Throw: DC 17 Constitution downed power lines, and electric security fences. Table: Electricity
Type: Bacterial Vaccine Available: Yes Damage gives damage values for various electronic hazards
based on relative voltage. A character can make a Fortitude
Transmission: Injected Incubation: 6 days
saving throw to reduce the damage by half. If that character is not
Stage 1: fatigued 1 (1 day) grounded or is otherwise insulated from the current, a successful
Stage 2: fatigued 1 and enfeebled 2 (1 day) save indicates that no damage is suffered.

Stage 3: fatigued 1, enfeebled 3 and take 1d6 persistent bleed


damage every 1d20 minutes Falling
COVID-19 A fall from a great height is one of the most common hazards
facing an adventurer. At the end of a fall, a creature takes 1d6
The disease of the century. This strain of corona virus causes the
bludgeoning damage for every 10 feet it fell, to a maximum of
frightened condition in anyone that discovers that someone is
20d6. The creature lands prone, unless it avoids taking damage
infected. A DC 10 Intelligence save is required to overcome being
from the fall.
frightened of this terrible disease and everyone they see for the
next two weeks. There is a vaccine available, but it must be taken
every month. Falling Objects
Saving Throw: DC 10 Constitution Objects that fall upon characters (or creatures or vehicles) deal
damage based on their size and the distance fallen, as noted on
Type: Viral Vaccine Available: Yes Table: Damage from Falling Objects.
Transmission: Inhaled Incubation: 12 days A successful DC 15 Dexterity Saving Throw indicates that the
Stage 1: sickened 1 (3 days) target jumped out of the way and takes no damage. The size of
the falling object determines the save DC.
HIV/AIDS For objects weighing 200 pounds or more, the object deals 1d6
This virus has no cure and attacks the immune system. If allowed points of damage, provided it falls at least 10 feet. Distance also
to progress, HIV become full AIDS and is fatal. comes into play, adding an additional 1d6 points of damage for

Saving Throw: DC 18 Constitution DAMAGE FROM FALLING OBJECTS


Type: Viral Vaccine Available: No Object Weight Falling Distance Maximum damage
200 lb. or more 10 ft. 20d6
Transmission: Contact, Injected Incubation: 2 weeks
100-199 lb. 20 ft. 10d6
Stage 1: sickened 1 and disadvantage on saving throws against
50-99 lb. 30 ft. 5d6
diseases (2 weeks)
30-49 lb. 40 ft. 4d6
Stage 2: sickened 2, fatigued 1 and disadvantage on saving throws
10-29 lb. 50 ft. 3d6
against diseases (1d20 years)
5-9 lb. 60 ft. 2d6
Stage 3: AIDS: sickened 3, fatigued 2, stupefied 1 and disadvantage
on saving throws against diseases (1d4 years) 1-4 lb. 70 ft. 1d6

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).

CORE RULEBOOK | 291


Searing heat or bitter cold (desert or arctic conditions) forces a immune to poison, as detailed in their descriptions, though it is
character to make a Constitution save every 10 minutes. Failure conceivable that a special poison could be synthesized specifically
means that the character loses 1d6 hit points. Appropriate to harm them.
clothing and successful use of the Survival skill can modify the
save, as noted above. POISONS
Poison Delivery Method Price
Catching on Fire Ricin Ingested, Inhaled, Injury 25,000
Characters exposed to open flames might find their clothes, hair, Sarin Gas Inhaled unique
or equipment on fire. Characters at risk of catching fire are allowed Serpent Venom Injury 500 Bu
a Reflex saving throw (DC 15) to avoid this fate. If a character’s Shadow Elf Poison Injury 500 Bu
clothes or hair catch fire, they takes 1d6 points of damage
Truth Serum Ingested 350 Bu
immediately. In each subsequent round, the burning character
must make another Reflex saving throw. Failure means they take VX Contact, Inhaled 40,000
another 1d6 points of damage that round. Success means that Wyvern Poison Injury 3,000
the fire has gone out. (That is, once the character succeeds at the
saving throw, they are no longer on fire.)
A character on fire may automatically extinguish the flames by
jumping into enough water to douse themselves. If no body of
Sample Poisons
water is at hand, rolling on the ground or smothering the fire with
blankets or the like permits the character another save with a +4 Ricin (Ingested, Inhaled, Injury)
bonus. This versatile poison is typically made by humans to assassinate
high-profile targets. A creature subjected to this poison must

Poison succeed on a DC 18 Constitution saving throw or be Poisoned for 3


days. If not cured after 3 days another saving throw is performed.
If the save fails by 5 or more, the creature immediately dies.
Given their insidious and deadly Nature, poisons are illegal in most
societies but are a favorite tool among assassins, shadow elves,
and other evil creatures. Sarin Gas (Inhaled)
Poisons come in the following four types: This synthetic nerve agent is a colourless, odourless liquid, it is
used as a chemical weapon due to its extreme potency. Sarin is
Contact: Contact poison can be smeared on an object and remains generally considered a weapon of mass destruction. A creature
potent until it is Touched or washed off. A creature that touches subjected to this poison must succeed on a DC 25 Constitution
contact poison with exposed skin suffers its Effects. saving throw or be Poisoned and Sickened 1 for 1 week. If the
Ingested: A creature must swallow an entire dose of ingested saving throw fails by 5 or more, the creature has 10 minutes to be
poison to suffer its Effects. The dose can be delivered in food or cured before death occurs.
a liquid. You may decide that a partial dose has a reduced Effect,
such as allowing advantage on the saving throw or dealing only Serpent Venom (Injury)
half damage on a failed save.
This poison must be harvested from a dead or Incapacitated
Inhaled: These poisons are powders or gases that take Effect when Giant Poisonous Snake. A creature subjected to this poison must
inhaled. Blowing the powder or releasing the gas subjects creatures succeed on a DC 11 Constitution saving throw, taking 10 (3d6)
in a 5-foot cube to its Effect. The resulting cloud dissipates poison damage on a failed save, or half as much damage on a
immediately afterward. Holding one’s breath is ineffective against successful one.
inhaled poisons, as they affect nasal membranes, tear ducts, and
other parts of the body. Shadow Elf Poison (Injury)
Injury: Injury poison can be applied to Weapons, Ammunition, trap This poison is typically made only by the shadow elves, and only
Components, and other Objects that deal piercing or slashing in a place far removed from sunlight. A creature subjected to this
damage and remains potent until delivered through a wound or poison must succeed on a DC 13 Constitution saving throw or be
washed off. A creature that takes piercing or slashing damage Poisoned for 1 hour. If the saving throw fails by 5 or more, the
from an object coated with the poison is exposed to its Effects. creature is also Unconscious while Poisoned in this way. The
creature wakes up if it takes damage or if another creature takes
Perils of Using Poison an action to shake it awake.
A character has a 5% chance (roll of 1 on 1d20) to expose
themselves to a poison whenever the character applies it to a Truth Serum (Ingested)
weapon or otherwise readies it for use. Additionally, a character A creature subjected to this poison must succeed on a DC 11
who rolls a 1 on an attack roll with a poisoned weapon must Constitution saving throw or become Poisoned for 1 hour. The
succeed at a Dexterity saving throw (DC 15) or accidentally poison Poisoned creature can’t knowingly speak a lie, as if under the
him or herself with the weapon. Effect of a Zone of Truth spell.

Poison Immunity VX (Contact, Inhaled)


Creatures with natural poison attacks are immune to their own This synthetic nerve agent can be either applied directly or as two-
poison. Nonliving creatures and creatures without metabolisms nonlethal components that mix to create VX. A creature subjected
are immune to poison. Oozes and certain kinds of creatures are to this poison must succeed on a DC 20 Constitution saving throw

292 | DARKENERGY ROLEPLAYING GAME


or be Poisoned and Sickened 1 for 1 day. If the saving throw fails A character can strangle or choke a target of the same size
by 5 or more, the creature has one hour to be cured before death category or one size category larger or smaller. The strangling
occurs. attempt incurs an attack of opportunity.
To begin the choke, the attacker must succeed at an opposed
Wyvern Poison (Injury) grapple check. If the grapple succeeds, the attacker can choose
This poison must be harvested from a dead or Incapacitated to deal normal unarmed damage as well as choke the target. The
Wyvern. A creature subjected to this poison must make a DC 15 target can hold his of her breath for a number of rounds equal to
Constitution saving throw, taking 24 (7d6) poison damage on a his or her Constitution score. After this period of time, the target
failed save, or half as much damage on a successful one. must make a Constitution check (DC 10, +1 for each previous
check) every round to continue holding his or her breath. The
target begins to suffocate on a failed check.
Starvation and Thirst If at any time the target breaks free or slips free of the grapple,
the stranglehold is broken (although any damage that was dealt
Characters who don’t eat or drink suffer the effects of exhaustion. remains). Note that a grappled target who is not pinned can use
Exhaustion caused by lack of food or water can’t be removed until his or her attack action to strangle his or her attacker.
the character eats and drinks the full required amount.

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.

CORE RULEBOOK | 293


Radiation Poisoning: Medium extinguish these lights.
Creatures must succeed on a DC 15 Fort save or be blown away
Saving Throw DC 15 Constitution
(Tiny or smaller creatures; knocked prone and rolled 1d4 x 10
Stage 1 sickened 1 (1 week) feet, taking 1d4 points of nonlethal damage per 10 feet), knocked
Stage 2 sickened 2 (1 week) down (Small; prone), or checked (Medium; unable to move forward
against the force of the wind).
Stage 3 sickened 3 (1 week)
Airborne creatures are instead blown back 2d6 x 10 feet and dealt
Stage 4 fatigued and can’t speak 2d6 points of nonlethal damage due to battering and buffeting
(Small or smaller creatures), blown back 1d6 x 10 feet (Medium),
Radiation Poisoning: High or blown back 1d6 x 5 feet (Large).
Saving Throw DC 20 Constitution In addition, thunderstorms are accompanied by lightning that can
Stage 1 sickened 1 (1 day) pose a hazard to characters without proper shelter (especially
those in metal armor). As a rule of thumb, assume one bolt per
Stage 2 sickened 2 (1 day) minute for a 1 hour period at the center of the storm. Each bolt
Stage 3 sickened 3 (1 day) causes electricity damage equal to 1d10 eight-sided dice.
Stage 4 fatigued and can’t speak (1 day) HAIL. The sound of falling hail imposes a -4 penalty on Listen
checks. Sometimes hail can become large enough to deal 1 point
Stage 5 incapacitated (1 day) of lethal damage (per storm) to anything in the open.
Stage 6 unconscious (1 day) A day of hail leaves 1d6 inches of loose ice on the ground. It costs
Stage 7 death 2 squares of movement to enter a hail-covered square.
FOG. Whether in the form of a low-lying cloud or a mist rising from
Radiation Poisoning: Severe the ground, fog obscures all sight, including darkvision, beyond
Saving Throw DC 30 Constitution 5 feet. Creatures 5 feet away have concealment (attacks by or
against them have a 20% miss chance).
Stage 1 sickened 2 (1 hour)
BLIZZARD. The combination of high winds, heavy snow (typically
Stage 2 sickened 3 (1 hour) 1d3 feet), and bitter cold make blizzards deadly for all who are
Stage 3 fatigued and can’t speak (1 hour) unprepared for them.
Stage 4 incapacitated (1 hour) Blizzards reduce visibility to zero, making Spot, Search, and Listen
checks and all ranged weapon attacks impossible. All sight,
Stage 5 unconscious (1 hour)
including darkvision, is obscured beyond 5 feet. Creatures 5 feet
Stage 6 death away have concealment (attacks by or against them have a 20%
miss chance).
Optional: Radiation Mutation Blizzards automatically extinguish candles, torches, and similar
An optional side effect of radiation are mutations. The GM can unprotected flames. They have a 75% chance to extinguish
grant Mutation Points (MP) for prolonged exposure to radiation protected flames, such as those of lanterns.
and allow the player to choose the mutation, or the GM can give a Creatures must succeed on a DC 18 Fort save or be blown away
random mutation. (Small or smaller creatures; knocked prone and rolled 1d4 x 10
feet, taking 1d4 points of nonlethal damage per 10 feet), knocked

Weather down (Medium; prone), or checked (Large or Huge; unable to move


forward against the force of the wind).
Sometimes you may want the weather to have importance to the Airborne creatures are instead blown back 2d6 x 10 feet and dealt
game. A few options for weather and their effects are listed below. 2d6 points of nonlethal damage due to battering and buffeting
(Medium or smaller creatures), blown back 1d6 x 10 feet (Large),
MODERATE WIND. Has a 50% chance of extinguishing candles,
or blown back 1d6 x 5 feet (Huge or Gargantuan).
torches, etc.
In addition, blizzards leave 1d3 feet of heavy snow on the ground
RAIN. Reduces visibility by half, imposing a -4 penalty on Spot and
afterward. It costs 4 squares of movement to enter a square
Search checks. It also imposes a -4 penalty on Listen checks and
covered with heavy snow. A blizzard may result in snowdrifts 1d4 x
ranged weapon attacks.
5 feet deep, especially in and around objects big enough to deflect
Rain automatically extinguishes candles, torches, and similar the wind -- a cabin or a large tent, for instance.
unprotected flames. It causes protected flames, such as those of
SNOWSTORM. The combined effects of precipitation and wind
lanterns, to dance wildly and has a 50% chance to extinguish these
reduce visibility by three quarters, imposing a -8 penalty on Spot,
lights.
Search, and Listen checks. Snowstorms make ranged weapon
THUNDERSTORM. The combined effects of precipitation and wind attacks impossible, except for those using siege weapons, which
reduce visibility by three quarters, imposing a -8 penalty on Spot, suffer a -4 penalty on attack rolls.
Search, and Listen checks. Thunderstorms make ranged weapon
Snowstorms automatically extinguish candles, torches, and
attacks impossible, except for those using siege weapons, which
similar unprotected flames. They cause protected flames, such
suffer a -4 penalty on attack rolls.
as those of lanterns, to dance wildly and have a 50% chance to
Thunderstorms automatically extinguish candles, torches, and extinguish these lights.
similar unprotected flames. They cause protected flames, such
Creatures must succeed on a DC 15 Fort save or be blown away
as those of lanterns, to dance wildly and have a 50% chance to

294 | DARKENERGY ROLEPLAYING GAME


(Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 when the character recovers the nonlethal damage she took from
feet, taking 1d4 points of nonlethal damage per 10 feet), knocked the heat.
down (Small; prone), or checked (Medium; unable to move forward Nonlethal damage from heat exposure cannot be recovered
against the force of the wind). until the character gets cooled off (reaches shade, survives until
Airborne creatures are instead blown back 2d6 x 10 feet and dealt nightfall, gets doused in water, is targeted by endure elements, and
2d6 points of nonlethal damage due to battering and buffeting so forth). Once rendered unconscious through the accumulation
(Small or smaller creatures), blown back 1d6 x 10 feet (Medium), of nonlethal damage, the character begins to take lethal damage
or blown back 1d6 x 5 feet (Large). at the same rate.

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.

CORE RULEBOOK | 295


A character can’t benefit from more than one long rest in a 24- employment, such as a temple or a thieves’ guild, you earn enough
hour period, and a character must have at least 1 hit point at the to support a comfortable lifestyle instead. If you have proficiency
start of the rest to gain its benefits. For example, a creature with in the Performance skill and put your performance skill to use
a Constitution of 14 can hold its breath for 3 minutes. If it starts during your downtime, you earn enough to support a wealthy
suffocating, it has 2 rounds to reach air before it drops to 0 hit lifestyle instead.
points.
Recuperating
Lifestyle Expenses You can use downtime between adventures to recover from a
Between adventures, you choose a particular quality of life and debilitating injury, disease, or poison.
pay the cost of maintaining that lifestyle. After three days of downtime spent recuperating, you can make a
Living a particular lifestyle doesn’t have a huge effect on your DC 15 Constitution saving throw. On a successful save, you can
character, but your lifestyle can affect the way other individuals choose one of the following results:
and groups react to you. For example, when you lead an aristocratic End one effect on you that prevents you from regaining hit points.
lifestyle, it might be easier for you to influence the nobles of the
city than if you live in poverty. For the next 24 hours, gain advantage on saving throws against
one disease or poison currently affecting you.
Downtime Activities
Between adventures, the GM might ask you what your character is
Researching
doing during his or her downtime. Periods of downtime can vary The time between adventures is a great chance to perform
in duration, but each downtime activity requires a certain number research, gaining insight into mysteries that have unfurled over
of days to complete before you gain any benefit, and at least 8 the course of the campaign. Research can include poring over
hours of each day must be spent on the downtime activity for the dusty tomes and crumbling scrolls in a library or buying drinks for
day to count. The days do not need to be consecutive. If you have the locals to pry rumors and gossip from their lips.
more than the minimum amount of days to spend, you can keep When you begin your research, the GM determines whether the
doing the same thing for a longer period of time, or switch to a new information is available, how many days of downtime it will take to
downtime activity. find it, and whether there are any restrictions on your research (such
Downtime activities other than the ones presented below are as needing to seek out a specific individual, tome, or location). The
possible. If you want your character to spend his or her downtime GM might also require you to make one or more ability checks,
performing an activity not covered here, discuss it with your GM. such as an Intelligence (Investigation) check to find clues pointing
toward the information you seek, or a Charisma (Persuasion)
Crafting check to secure someone’s aid. Once those conditions are met,
you learn the information if it is available.
You can craft nonmagical objects, including adventuring equipment
and works of art. You must be proficient with tools related to the For each day of research, you must spend 50 Bu to cover your
object you are trying to create (typically artisan’s tools). You might expenses. This cost is in addition to your normal lifestyle expenses.
also need access to special materials or locations proficient with
smith’s tools needs a forge in order to craft a sword or suit of Training
armor. You can spend time between adventures learning a new language
For every day of downtime you spend crafting, you can craft one or or training with a set of tools. Your GM might allow additional
more items with a total market value not exceeding 5 Bu, and you training options.
must expend raw materials worth half the total market value. If First, you must find an instructor willing to teach you. The GM
something you want to craft has a market value greater than 5 Bu, determines how long it takes, and whether one or more ability
you make progress every day in 5-Bu increments until you reach checks are required.
the market value of the item. For example, a suit of plate armor
(market value 1,500 Bu) takes 300 days to craft by yourself. The training lasts for 250 days and costs 1 Bu per day. After you
spend the requisite amount of time and money, you learn the new
Multiple characters can combine their efforts toward the crafting language or gain proficiency with the new tool.
of a single item, provided that the characters all have proficiency
with the requisite tools and are working together in the same place.
Each character contributes 5 Bu worth of effort for every day spent
helping to craft the item. For example, three characters with the
requisite tool proficiency and the proper facilities can craft a suit
of plate armor in 100 days, at a total cost of 750 Bu.
While crafting, you can maintain a modest lifestyle without having
to pay 50 Bu per day, or a comfortable lifestyle at half the normal
cost.

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

296 | DARKENERGY ROLEPLAYING GAME


COMPANIONS AND HENCHMEN Bandit
Medium humanoid, any alignment
CR 1
Sometimes during your the course of your adventures you gain the AC 15 HP 90 Speed 30 ft.
services of a Companion or a Henchmen. __________________________________________________________________________
These rules are meant for parties with 2 or fewer PCs. For example, Senses passive Perception 11
if there is only the GM and one player. Perhaps that player is a level Languages Common
10 Orc Mage with a level 4 Mage Apprentice Companion and 3 Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha +0
Saikikku bonded henchmen. __________________________________________________________________________

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.

CORE RULEBOOK | 297


TRAPS
trap’s description. The DCs are the same regardless of the check
used. In addition, dispel magic has a chance of disabling most
magic traps. A magic trap’s description provides the DC for the
ability check made when you use dispel magic.
Traps can be found almost anywhere. One wrong step in an In most cases, a trap’s description is clear enough that you can
ancient tomb might trigger a series of scything blades, which adjudicate whether a character’s actions locate or foil the trap. As
cleave through armor and bone. The seemingly innocuous vines with many situations, you shouldn’t allow die rolling to override
that hang over a cave entrance might grasp and choke anyone clever play and good planning. Use your common sense, drawing
who pushes through them. A net hidden among the trees might on the trap’s description to determine what happens. No trap’s
drop on travelers who pass underneath. In a fantasy game, unwary design can anticipate every possible action that the characters
adventurers can fall to their deaths, be burned alive, or fall under a might attempt.
fusillade of poisoned darts.
You should allow a character to discover a trap without making an
A trap can be either mechanical or magical in nature. Mechanical ability check if an action would clearly reveal the trap’s presence.
traps include pits, arrow traps, falling blocks, water-filled rooms, For example, if a character lifts a rug that conceals a pressure
whirling blades, and anything else that depends on a mechanism plate, the character has found the trigger and no check is required.
to operate. Magic traps are either magical device traps or spell
Foiling traps can be a little more complicated. Consider a trapped
traps. Magical device traps initiate spell effects when activated.
treasure chest. If the chest is opened without first pulling on the
Spell traps are spells such as glyph of warding and symbol that
two handles set in its sides, a mechanism inside fires a hail of
function as traps.
poison needles toward anyone in front of it. After inspecting the
chest and making a few checks, the characters are still unsure if
Traps in Play it’s trapped. Rather than simply open the chest, they prop a shield
When adventurers come across a trap, you need to know how the in front of it and push the chest open at a distance with an iron
trap is triggered and what it does, as well as the possibility for the rod. In this case, the trap still triggers, but the hail of needles fires
characters to detect the trap and to disable or avoid it. harmlessly into the shield.
Traps are often designed with mechanisms that allow them to be
Triggering a Trap disarmed or bypassed. Intelligent monsters that place traps in
Most traps are triggered when a creature goes somewhere or or around their lairs need ways to get past those traps without
touches something that the trap’s creator wanted to protect. harming themselves. Such traps might have hidden levers that
Common triggers include stepping on a pressure plate or a false disable their triggers, or a secret door might conceal a passage
section of floor, pulling a trip wire, turning a doorknob, and using that goes around the trap.
the wrong key in a lock. Magic traps are often set to go off when
a creature enters an area or touches an object. Some magic traps Trap Effects
(such as the glyph of warding spell) have more complicated The effects of traps can range from inconvenient to deadly,
trigger conditions, including a password that prevents the trap making use of elements such as arrows, spikes, blades, poison,
from activating. toxic gas, blasts of fire, and deep pits. The deadliest traps combine
multiple elements to kill, injure, contain, or drive off any creature
TRAP SAVE DC & ATTACK BONUSES
unfortunate enough to trigger them. A trap’s description specifies
Trap Danger Save DC Attack Bonus what happens when it is triggered.
Setback 10-11 +3 to +5
The attack bonus of a trap, the save DC to resist its effects, and
Dangerous 12-15 +6 to +8 the damage it deals can vary depending on the trap’s severity.
Deadly 16-20 +9 to +12 Use the Trap Save DCs and Attack Bonuses table and the Damage
Severity by Level table for suggestions based on three levels of
Detecting and Disabling a Trap trap severity.
A trap intended to be a setback is unlikely to kill or seriously harm
Usually, some element of a trap is visible to careful inspection.
characters of the indicated levels, whereas a dangerous trap is
Characters might notice an uneven flagstone that conceals a
likely to seriously injure (and potentially kill) characters of the
pressure plate, spot the gleam of light off a trip wire, notice small
indicated levels. A deadly trap is likely to kill characters of the
holes in the walls from which jets of flame will erupt, or otherwise
indicated levels.
detect something that points to a trap’s presence.
A trap’s description specifies the checks and DCs needed to detect DAMAGE SEVERITY BY LEVEL
it, disable it, or both. A character actively looking for a trap can Character Level Setback Dangerous Deadly
attempt a Wisdom (Perception) check against the trap’s DC. You
1st-4th 1d10 2d10 4d10
can also compare the DC to detect the trap with each character’s
passive Wisdom (Perception) score to determine whether anyone 5th-10th 2d10 4d10 10d10
in the party notices the trap in passing. If the adventurers detect 11th-16th 4d10 10d10 18d10
a trap before triggering it, they might be able to disarm it, either 17th-20th 10d10 18d10 24d10
permanently or long enough to move past it. You might call for an
Intelligence (Investigation) check for a character to deduce what
needs to be done, followed by a Dexterity check using thieves’ Complex Traps
tools to perform the necessary sabotage.
Complex traps work like standard traps, except once activated
Any character can attempt an Intelligence (Arcana) check to detect they execute a series of actions each round. A complex trap turns
or disarm a magic trap, in addition to any other checks noted in the the process of dealing with a trap into something more like a

298 | DARKENERGY ROLEPLAYING GAME


combat encounter. slope to begin the process again.
When a complex trap activates, it rolls initiative. The trap’s Initiative. The trap acts on initiative count 10 (but see the dynamic
description includes an initiative bonus. On its turn, the trap element below).
activates again, often taking an action. It might make successive Active Element. Although the trap is complex in nature, it has a
attacks against intruders, create an effect that changes over time, single active element. That’s all it needs.
or otherwise produce a dynamic challenge. Otherwise, the complex
trap can be detected and disabled or bypassed in the usual ways. Dr. Jone’s Nightmare (Initiative 10). The trap’s active element is
a sphere of steel that almost fills the 10-foot width of the hallway
For example, a trap that causes a room to slowly flood works best and rolls to the bottom of the slope on its turn. Each creature in
as a complex trap. On the trap’s turn, the water level rises. After the sphere’s path must make a DC 20 Strength saving throw. On
several rounds, the room is completely flooded. a failed save, a creature takes 4d10 bludgeoning damage and is
knocked prone. On a successful save, a creature takes half as

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.

Dr. Jones’s Nightmare


Complex trap (level 5–10, deadly threat)
The mad scientist devised a deadly trap to foil anyone who sought
to steal his enchanted goggles. The scientist’s safe is located at
the end of a 10-foot-wide, 150-foot-long hallway that descends
sharply from north to south. The entrance to the safe is a door on
the eastern wall at the bottom of the slope, at the south end of the
hall.
Trigger. This trap activates as soon as the safe door is opened.
A magic portal opens at the northern end of the hallway and
disgorges an enormous rune-covered titanium sphere, which
hurtles down the slope. When it reaches the bottom of the slope,
the runes activate and teleports the sphere back to the top of the

CORE RULEBOOK | 299


CONDITIONS
A condition lasts either until it is countered (the prone condition is Each time you get a full night’s rest, your drained value decreases
countered by standing up, for example) or for a duration specified by 1. This increases your maximum Hit Points, but you don’t
by the effect that imposed the condition. immediately recover the lost Hit Points.
If multiple effects impose the same condition on a creature, each
instance of the condition has its own duration, but the condition’s Enfeebled
effects don’t get worse. A creature either has a condition or You’re physically weakened. Enfeebled always includes a value.
doesn’t. When you are enfeebled, you take a status penalty equal to the
The following definitions specify what happens to a creature while condition value to Strength-based rolls and DCs, including
it is subjected to a condition. Strength-based melee attack rolls, Strength-based damage rolls,
and Athletics checks.
Ability Damaged
The character has lost 1 or more ability score points. The loss is
Fatigued
temporary, and these points return at a rate of 1 per evening of You’re tired and can’t summon much energy. You take a –1 status
rest. This differs from “effective” ability loss, which is an effect that penalty to AC and saving throws. While exploring, you can’t choose
goes away when the condition causing it goes away. an exploration activity.
You recover from fatigue after a full night’s rest.
Ability Drained
The character has lost 1 or more ability score points. The loss is Flat-Footed
permanent. You’re distracted or otherwise unable to focus your full attention on
defense. You take a –2 circumstance penalty to AC. Some effects
Blinded give you the flat-footed condition only to certain creatures or
against certain attacks. Others—especially conditions—can make
A blinded creature can’t see and automatically fails any ability
you universally flat-footed against everything. If a rule doesn’t
check that requires sight.
specify that the condition applies only to certain circumstances, it
Attack rolls against the creature have advantage, and the creature’s applies to all of them; for example, many effects simply say “The
attack rolls have disadvantage. target is flat-footed.”

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

300 | DARKENERGY ROLEPLAYING GAME


makes or any tracks it leaves.
Prone
Attack rolls against the creature have disadvantage, and the
A prone creature’s only movement option is to crawl, unless it
creature’s attack rolls have advantage.
stands up and thereby ends the condition.

Paralyzed The creature has disadvantage on attack rolls.

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.

CORE RULEBOOK | 301


CR & EXPERIENCE
Exhaustion
Some Special Abilities and environmental Hazards, such as
starvation and the long-­term Effects of freezing or scorching
temperatures, can lead to a Special condition called exhaustion. CR is a rating system in that estimates the threat level of enemies.
Exhaustion is measured in six levels. An effect can give a creature A party of four adventurers can defeat an enemy of CR equal to
one or more levels of exhaustion, as specified in the effect’s their level without suffering any significant trouble. CR is also used
description. to track XP progression and leveling up.
If an already exhausted creature suffers another effect that Every challenge rating from 0 to 30 has a designated amount of
causes exhaustion, its current level of exhaustion increases by the experience points (XP). This XP is awarded to players who defeat
amount specified in the effect’s description. the given monster.
A creature suffers the effect of its current level of exhaustion as Some creatures pose such a low threat that they are designated
well as all lower levels. For example, a creature suffering level 2 CR 0. Those with any kind of attack are worth 10 XP, and those
exhaustion has its speed halved and has disadvantage on Ability without an attack are worth 0 XP.
Checks. A creature’s CR also determines its proficiency bonus. This is the
An effect that removes exhaustion reduces its level as specified same as how players determine their attack bonuses.
in the effect’s description, with all exhaustion Effects ending if a If a party of four players defeats a monster of CR 3, the party
creature’s exhaustion level is reduced below 1. receives 700 XP. Unless specified otherwise by the GM, each
Finishing a Long Rest reduces a creature’s exhaustion level by 1, member of the party receives an equal share of 175 XP each.
provided that the creature has also ingested some food and drink. As players gain XP, they level up, gaining more abilities and
growing in power. This, in turn, allows them to take on monsters
EXHAUSTION EFFECTS of higher CR.
Level Effect
1 Disadvantage on Ability Checks CR and Tech Level
2 Speed halved Be warned. Not all monsters are created equal. If a creature has a
3 Disadvantage on Attack rolls and Saving Throws Tech Level (TL) higher than the players, the CR will be inaccurate
and likely overwhelming the players. CR ratings are based on
4 Hit point maximum halved
players having the same TL as the monsters. Even then not all
5 Speed reduced to 0 things fair. There are always things like mutations and enchanted
6 Death tattoos that can aid monsters or players alike. DarkEnergy is not a
balanced game. It is chaotic and challenging just as the worlds it
is set in. Be careful who you pick a fight with. You never know who
will have something hidden up their sleeve.

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

302 | DARKENERGY ROLEPLAYING GAME


MAGICAL ITEMS
Magic items are gleaned from the hoards of conquered monsters you can rule that it doesn’t adjust. For example, Warg armor might
or discovered in long‑lost vaults. Such items grant capabilities a fit Wargs only. Dwarves might make items usable only by dwarf-
character could rarely have otherwise, or they complement their sized and dwarf-shaped folk.
owner’s capabilities in wondrous ways. When a nonhumanoid tries to wear an item, use your discretion
as to whether the item functions as intended. A ring placed on a

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

CORE RULEBOOK | 303


of a spell.
Senses
A magic item, such as certain staffs, may require you to use your
With sentience comes awareness. A sentient item can perceive its
own spellcasting ability when you cast a spell from the item. If you
surroundings out to a limited range. You can choose its senses or
have more than one spellcasting ability, you choose which one to
roll on the following table.
use with the item. If you don’t have a spellcasting ability—perhaps
you’re a secret agent with the Use Magic Device feature—your d4 SENSES
spellcasting ability modifier is +0 for the item, and your proficiency 1 Hearing and normal vision out to 30 feet.
bonus does apply.
2 Hearing and normal vision out to 60 feet.

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

Most sentient items are weapons. Other kinds of items can


manifest sentience, but consumable items such as potions and
scrolls are never sentient.
Special Purpose
You can give a sentient item an objective it pursues, perhaps to the
Sentient magic items function as NPCs under the GM’s control. exclusion of all else. As long as the wielder’s use of the item aligns
Any activated property of the item is under the item’s control, not with that special purpose, the item remains cooperative. Deviating
its wielder’s. As long as the wielder maintains a good relationship from this course might cause conflict between the wielder and
with the item, the wielder can access those properties normally. the item, and could even cause the item to prevent the use of its
If the relationship is strained, the item can suppress its activated activated properties. You can pick a special purpose or roll on the
properties or even turn them against the wielder. following table.

Creating Sentient Magic Items d10


1
PURPOSE
Aligned: The item seeks to defeat or destroy those of a
diametrically opposed alignment. (Such an item is never
Abilities neutral.)
2 Bane: The item seeks to destroy creatures of a particular
A sentient magic item has Intelligence, Wisdom, and Charisma
kind, such as fiends, shapechangers, trolls, or wizards.
scores. You can choose the item’s abilities or determine them
randomly. To determine them randomly, roll 4d6 for each one, 3 Protector: The item seeks to defend a particular race or
dropping the lowest roll and totaling the rest. kind of creature, such as elves or druids.
4 Crusader: The item seeks to defeat, weaken, or destroy
Communication the servants of a particular deity.
5 Templar: The item seeks to defend the servants and
A sentient item has some ability to communicate, either by
interests or a particular deity.
sharing its emotions, broadcasting its thoughts telepathically, or
speaking aloud. You can choose how it communicates or roll on 6 Destroyer: The item craves the destruction and goads its
the following table. user to fight arbitrarily.
7 Glory Seeker: The item seeks renown as the greatest
d100 COMMUNICATION magic item in the world, by establishing its user as a
0-60 The item communicates by transmitting emotion to the famous or notorious figure.
creature carrying or wielding it. 8 Lore Seeker: The item craves knowledge or is
61-90 The item can speak, read, and understand one or more determined to solve a mystery, learn a secret, or unravel
languages. a cryptic prophecy.

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.

304 | DARKENERGY ROLEPLAYING GAME


Conflict WEAPON SUBSTANCE FOR RUNES
SUBSTANCE RUNE SLOTS SUBSTANCE
A sentient item has a will of its own, shaped by its personality and Wood 1 Common
alignment. If its wielder acts in a manner opposed to the item’s Bone 1 Common
alignment or purpose, conflict can arise. When such a conflict
occurs, the item makes a Charisma check contested by the Stone 1 Common
wielder’s Charisma check. If the item wins the contest, it makes Bronze 1 Common
one or more of the following demands: Iron 2 Common
• The item insists on being carried or worn at all times. Steel 2 Common
• The item demands that its wielder dispose of anything the item Plastic 1 Uncommon
finds repugnant. Titanium 3 Uncommon
• The item demands that its wielder pursue the item’s goals to the Adamant 3 Rare
exclusion of all other goals. Ilamadin 3 Rare
• The item demands to be given to someone else. If its wielder Armorglass 2 Very Rare
refuses to comply with the item’s wishes, the item can do any or Orichalcum 3 Very Rare
all of the following: Tamahagane 3 Very Rare
• Make it impossible for its wielder to attune to it. Dwarf Steel 4 Legendary
• Suppress one or more of its activated properties.
• Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder, the wielder
Example Magical Items
must make a Charisma saving throw, with a DC equal to 12 + the
item’s Charisma modifier. On a failed save, the wielder is charmed
by the item for 1d12 hours. While charmed, the wielder must try to
Armor
follow the item’s commands. If the wielder takes damage, it can
repeat the saving throw, ending the effect on a success. Whether Dwarven Rune Armor
the attempt to control its user succeeds or fails, the item can’t use
Armor (Full Plate) Legendary
this power again until the next dawn.
(requires attunement with Str 17+)
While wearing this magic armor, you gain a +3 bonus to AC, plus
Rune Crafting Variant the following benefits.
You have resistance to nonmagical ballistic, bludgeoning and
The GM may allow for rune placement based on the substance piercing damage.
of the weapon or armor instead of the default values given in the
Rune Crafting section. You are immune to nonmagical slashing damage.
Magical attacks made against you have disadvantage to hit.
ARMOR SUBSTANCE FOR RUNES This suit of armor is made of Dwarf Steel, one of the most
SUBSTANCE RUNE SLOTS RARITY legendary substances in existence. While you’re wearing it, any
Leather 1 Common critical hit against you becomes a normal hit.
Cotton 1 Common
Linen 2 Common Green Armor
Bronze 1 Common Armor (Full Plate) Legendary
Iron 2 Common
(requires attunement by a good character)
Steel 3 Common While wearing this armor, you have a +2 bonus to your AC, and
when a fiend or undead that you can see attacks a target other
Silk 2 Uncommon
than you within 30 feet of you, you can use your reaction to impose
Wood 1 Uncommon disadvantage on the attack roll. Alternatively, if a fiend or undead
Bone 1 Uncommon that you can see forces a target other than you to make a saving
Titanium 3 Uncommon throw, you can use your reaction to grant that target advantage on
Plastic 2 Rare the save.
Adamant
Synthetic Fiber
3
3
Rare
Rare
Impact Armor (TL 2)
Armor (Full Plate) Very Rare
Ilamadin 3 Rare
(requires attunement with Str 17+)
Orichalcum 4 Very Rare
While wearing this magic armor, you gain a +3 bonus to AC, plus
Tamahagane 4 Very Rare
the following benefits.
Armorglass 2 Very Rare
You have resistance to nonmagical ballistic, slashing and piercing
Dwarf Steel 6 Legendary
damage.
You are immune to nonmagical bludgeoning damage.

CORE RULEBOOK | 305


While you wear this armor, whenever a creature attacks you with It provides you with immunity to being frightened in all forms.
a nonmagical melee weapon and rolls a 1 on its attack roll, the Fear Aura. Any creature Hostile to the wearer that starts its turn
creature’s weapon is destroyed. This does not apply to claws, within 20 feet of the wearer must make a DC 21 Wisdom saving
bites and other natural weapons. throw, unless you are Incapacitated. On a failed save, the creature
is Frightened until the start of its next turn.
Null Armor
Armor (Clothes) Rare Fire Protective System (TL 1)
(requires attunement with Dex 17+) Armor (Soldier Protective System) Rare
While wearing this magic armor, you gain a +1 bonus to AC, While wearing this magic armor, you gain a +1 bonus to your AC
plus you have resistance to ballistic, bludgeoning, slashing and and grants you fire resistance.
piercing damage.

Deadening Hood Enchanted Mage Robes


Armor (Clothes) Rare (+1), Very Rare (+2), Legendary (+3)
Armor (Hood) Very Rare (requires attunement by a spellcaster)
While wearing this hood, you have resistance to psychic damage.
These magical clothes seem to offer some semblance of protection
WereArmor from attacks. Mage robes are usually a robe or cloak that comes
with a magical enchantment that protects the wearer upon
Armor (Counts as Unarmored) Legendary attuning to the clothing. You have a bonus to AC while wearing
(requires attunement by a character with WereDisease) this magical armor, which is determined by its rarity.
This armor is capable of morphing to accommodate a
werecreature’s transformations between their base form and Agility Armor (TL 1)
Hybrid form. This armor provides a +3 bonus to AC, negates a Armor (Tactical Body Armor) Rare
werecreature’s vulnerability to silver weapons (normal damage
from silver), increases the power of their unarmed strikes by 1 While wearing this magic armor, you gain a +1 bonus to your AC
damage step (1 to 1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 2d8 to and provides a +2 bonus to your Dexterity score, to a maximum
2d10 to 2d12) and makes you proficient with your form’s unarmed of 20.
strikes if they weren’t already. While wearing this armor you gain
advantage on all Charisma and Wisdom checks when interacting Cloak of Concealment
with other werecreatures and beasts.
Armor (Cloak) Very Rare

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.

306 | DARKENERGY ROLEPLAYING GAME


what type of ax it is: violin is a handaxe, guitar and lute are battle-
Items axe, and bass is a greataxe. Speak the command word again to
revert back to instrument.
Endless Quiver Nature’s Allure
Item (Quiver) Very Rare
Wondrous Item (Pan Flute) Rare
This magical quiver never runs out of arrows.
A set of reed pipes made by a Satyr. Their sweet and mysterious
sound grants disadvantage on saving throws to resist being
Shinzui Trap charmed by the musician.
Item (Jewelry) Very Rare
A Shinzui trap is a piece of jewelry, usually a ring or bracelet that Drums o’Doom
has the soul of a Great Beast held within. If you use an action to Wondrous Item (Drums) Uncommon
summon the living creature that slumbers within. The creature
When played enemy creatures have disadvantage on save vs.
appears within 5 feet of you or the next nearest location.
frightened condition. Creatures who are immune to fear/frightened
The creature is friendly to you and your companions. It understands condition are unaffected.
your languages and obeys your spoken commands. If you issue no
commands, the creature defends itself but takes no other actions. DidgeriDont
The creature exists for a duration specific to each Shinzui. At the Wondrous Item (Didgeridoo) Very Rare
end of the duration, the creature dissipates and returns to the
Shinzui. It dissipates early if it drops to 0 hit points or if you use an A long, hollowed out didgeridoo, the DidgeriDont makes a deep
action to banish it while touching it. When the creature returns to and oddly pleasant sound if blown into. If used as a greatclub,
the Shinzui, its property can’t be used again until a certain amount the strikes make powerful echoes, adding an extra 1d6 thunder
of time has passed, as specified in the Shinzui description. damage to each hit.
Great Cat (Rare). This trinket holds a Great Cat within. It can
become a Great Cat for up to 6 hours. Once it has been used, it
Cursed Zither
can’t be used again until 1 days have passed. Wondrous Item (Dulcimer) Very Rare
Hellcat (Rare). This trinket holds a Hellcat within. It can become a A diminutive dulcimer made of a black material. As an action
Hellcat for up to 4 hours. Once it has been used, it can’t be used once per rest, an instrument can play the Cursed Zither and
again until 3 days have passed. force all enemies you see to make a Charisma save (DC 10+ the
Instrument’s performance modifier) or be subjected to the effects
Potion of Healing of the Bane spell. The effect lasts for as long as the instrument
plays, plus 1d6 rounds.
Item (Potion) Uncommon
You regain 1d8+5 Hit Points when you drink this potion. The Inspirational Beat
potion’s red liquid glimmers when agitated.
Wondrous Item (Drums) Very Rare
Greater Potion of Healing A set of drums that when played, summons 1d4 musicians that
will give advantage to any instrumentalist song or inspiration.
Item (Potion) Rare For every musician above the first one that is summoned, the
You regain 3d8+10 Hit Points when you drink this potion. The inspiration/song gains a +2 bonus, for a total of +6.
potion’s red liquid glimmers when agitated.
Appolo’s Flute
Superior Potion of Healing Wondrous Item (Flute) Legendary
Item (Potion) Very Rare A beautifully constructed white flute with golden runes. It is said
You regain 6d8+20 Hit Points when you drink this potion. The that, if it is played correctly, it will restore those who die around it
potion’s red liquid glimmers when agitated. to life (mimicking the effect of the revivify spell).

Grand Potion of Healing Killer Harmonics


Item (Potion) Legendary Wondrous Item (String Instrument) Very Rare
You regain 8d8+30 Hit Points when you drink this potion. The The strings are made of specialized bowstring. When they are
potion’s red liquid glimmers when agitated. plucked in the right way they can shoot an ethereal arrow, which
deals sonic damage and leaves a ringing in the targets ears.

Musical Instruments Box of Motivation


Wondrous Item (Flute Case) Rare
Shredder Magical flute case, which gives another 2 Inspirations to the
Wondrous Item (Guitar) Very Rare wielder.
Any type of string instrument that, when the command word is
spoken, turns into a type of axe. The size of the instrument decides

CORE RULEBOOK | 307


Superheated Blade. 2d8 slashing and 2d4 fire damage In addition,
Weapons the weapon ignores resistance to slashing damage.
Plasma Blast (Requires Attunement). The weapon has 10 charges.
rikr foerah While holding it, you can use an action to expend 1 or more of
its charges to fire a bolt of plasma for 3d10 ballistic and 2d4 fire
Weapon (Mace) Legendary
damage.
(requires attunement by a good character)
The plazmax regains 1d6 + 4 expended charges daily.
You have a +3 bonus to attack and damage rolls made with this
magic weapon.
enchanteD PlasMa revolver (tl 2)
Rikr Foerah (the Great Hurler) is an ancient dwarven mace that
was forged in Agartha and inscribed with the runes of superior Weapon (9mm Sidearm) Very Rare
impact and thrice blessed in the waters of the Urðarbrunnr. This You have a +1 bonus to attack and damage rolls made with this
magical weapon deals an additional 1d6 force damage magic weapon.
Superior Blessing (Requires Attunement) Grants an additional 3d6 Recharge. The six enchanted plasma bullets inside the chamber
radiant damage. of the revolver recharge after being fired. This weapon does not
Superior Impact (Requires Attunement). When you use the Attack require additional ammunition.
action on your turn and hit a Large or smaller creature with Rikr
Foerah, you can send that creature flying. It must succeed on a DC rifle of Penetration (tl 1)
20 Constitution saving throw or be thrown 15 feet directly away Weapon (Assault Rifle) Legendary
from you and land prone.
This weapon gives a +2 to attack and damage rolls as well as an
soul sworD additional 2d8 ballistic damage against an armored target. This
weapon ignores all increases to AC by means of armor, shields,
Weapon (Katana) Rare and magic.
(requires attunement of Str 17+)
A large katana made of black tamahagane with red orcish runes ethereal rifle (tl 1)
carved in the side of the blade. You gain a +1 bonus to attack Weapon (Hunting Rifle) Rare
and damage rolls made with this magic weapon. In addition, the
weapon ignores resistance to slashing damage. You have a +1 bonus to attack and damage rolls made with this
magic weapon.
Trail of Ash. As a bonus action on your turn you can make the
Soul Sword burn and crackle as a cloud of thick smoke and ash The conjured bullets this rifle shoots are created when you pull
pours out in a 5-foot radius from the blade. The cloud’s area is back the bolt, and can move through solid objects without harming
heavily obscured for everyone except you. You must them until the bullet hits the target or dissipates at your maximum
finish a short or long rest before you can use this feature range. You ignore cover with this rifle as long as you can see or
again. The ash cloud lasts for 1 minute then disperses. know where the target you are shooting at is.
A strong wind (21 or more miles per hour) can disperse
the cloud after 1 round. forceful firearMs (tl 1)
Weapon (Any Firearm) Uncommon
sPear of luGh Bullets fired from this gun strike with far more force than they
Weapon (Spear) Legendary should. On a successful hit, the target is knocked backwards if
(requires attunement by a good character) they are Medium or smaller. Creatures that are Small or Medium
You have a +3 bonus to attack and damage rolls made will be knocked backwards 10 feet. Creatures that are Tiny or
with this magic weapon. smaller will be knocked backwards 20 feet. If the target hits a
solid obstacle, they stop and take 1d6 bludgeoning damage. If
TrueStrike. Once per short rest, replace an attack roll they are driven into another creature, both creatures will take 1d6
with a guaranteed Critical Hit. bludgeoning damage.
The weapon deals 1d10 melee piercing damage.
If thrown, it deals 1d8 ranged piercing damage. MaGic scePter
Recall (Requires Attunement) Allows the spear to Weapon (Scepter) Uncommon
reappear in the hand after being thrown. This scepter has 7 charges. While holding it, you can use an action
Leadership (Requires Attunement) Increases the to expend 1 or more of its charges to cast the magic missile spell
base number of activations for TrueStrike to 2 per from it. For 1 charge, you cast the 1st-level version of the spell.
short rest. Inspiration can still be expended for an You can increase the spell slot level by one for each additional
additional activation. charge you expend.
The scepter regains 1d6 + 1 expended charges daily at dawn.
PlaZMax Mark xxiii (tl 2)
Weapon (Poleaxe) Very Rare flaMinG sworD
(requires attunement by a spellcaster) Weapon (Any Sword) Rare
You have a +1 bonus to attack and damage rolls You can use a bonus action to speak this magic sword’s command
made with this magic weapon. word, causing flames to erupt from the blade. These flames shed

308 | DARKENERGY ROLEPLAYING GAME


bright light in a 40-foot radius and dim light for an additional 40
feet. While the sword is ablaze, it deals an extra 2d6 fire damage
to any target it hits. The flames last until you use a bonus action
to speak the command word again or until you drop or sheathe
the sword.

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.

CORE RULEBOOK | 309


MINIONS
Movement
Your familiar has either a Speed of 25 feet or a swim Speed of 25
feet (choose one upon gaining the familiar).
Animal Companions and Familiars are minions. Minions are It can gain other movement types from familiar abilities.
creatures that directly serve another creature. A creature with this
trait can use only 2 actions per turn and can’t use reactions. Familiar Abilities
Each day, you channel your magic into two abilities, which can

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.

310 | DARKENERGY ROLEPLAYING GAME


Bat CR 0 Cat CR 0
Tiny beast, unaligned Tiny beast, unaligned

AC 12 HP 1 Speed 5 ft., fly 30 ft. AC 12 HP 2 Speed 40 ft., climb 30 ft.


__________________________________________________________________________ __________________________________________________________________________
Senses blindsight 60 ft., passive Perception 11 Skills Perception +3, Stealth +4
Languages - Senses passive Perception 13
Str -4, Dex +2, Con -1, Int -4, Wis +1, Cha -3 Languages -
__________________________________________________________________________ Str -4, Dex +2, Con +0, Int -4, Wis +1, Cha -2
Echolocation. The bat can’t use its blindsight while deafened. __________________________________________________________________________
Keen Hearing. The bat has advantage on Wisdom (Perception) checks Keen Smell. The bear has advantage on Wisdom (Perception) checks that
that rely on hearing rely on smell.
Actions Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Keen Smell. The cat has advantage on Wisdom (Perception) checks that
Hit: 1 piercing damage. rely on smell.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

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

AC 17 HP 34 Speed 40 ft., climb 30 ft.


__________________________________________________________________________
Dog CR 1/8
Medium beast, unaligned
Skills Perception +3
Senses passive Perception 13 AC 12 HP 5 Speed 40 ft.
__________________________________________________________________________
Languages -
Skills Perception +3
Str +4, Dex +0, Con +3, Int -4, Wis +1, Cha -2
Senses passive Perception 13
__________________________________________________________________________
Languages -
Keen Smell. The bear has advantage on Wisdom (Perception) checks that
rely on smell. Str +1, Dex +2, Con +1, Int -4, Wis +1, Cha -2
Actions __________________________________________________________________________
Keen Hearing and Smell. The mastiff has advantage on Wisdom
Multiattack. The bear makes two attacks: one with its bite and one with (Perception) checks that rely on hearing or smell.
its claws.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 1d8 +4 piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6 +1 piercing damage. If the target is a creature, it must succeed
Hit: 2d6 +4 slashing damage on a DC 11 Strength saving throw or be knocked prone.

CORE RULEBOOK | 311


Eagle CR 0 Giant Bat CR 1/4
Small beast, unaligned Large beast, unaligned

AC 12 HP 3 Speed 10 ft., fly 60 ft. AC 13 HP 22 Speed 10 ft., fly 60 ft.


__________________________________________________________________________ __________________________________________________________________________
Skills Perception +4 Senses blindsight 60 ft., passive Perception 14
Senses passive Perception 14 Languages -
Languages - Str +2, Dex +3, Con +0, Int -4, Wis +1, Cha -2
Str -2, Dex +2, Con +0, Int -4, Wis +2, Cha -2 __________________________________________________________________________
__________________________________________________________________________ Echolocation. The bat can’t use its blindsight while deafened. Keen
Hearing. The bat has advantage on Wisdom (Perception) checks that
Keen Hearing and Smell. The mastiff has advantage on Wisdom rely on hearing.
(Perception) checks that rely on hearing or smell.
Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Keen Sight. The eagle has advantage on Wisdom (Perception) checks Hit: 1d6 +2 piercing damage.
that rely on sight.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4 +2 slashing damage.

Giant Boar CR 2
Elephant CR 4 Large beast, unaligned

Huge beast, unaligned AC 17 HP 42 Speed 40 ft.


__________________________________________________________________________
AC 19 HP 76 Speed 40 ft. Senses passive Perception 14
__________________________________________________________________________
Languages -
Senses passive Perception 10
Str +3, Dex +0, Con +3, Int -4, Wis -2, Cha -3
Languages -
__________________________________________________________________________
Str +6, Dex -2, Con +3, Int -4, Wis +0, Cha -2
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
Trampling Charge. If the elephant moves at least 20 feet straight toward extra 7 (2d6) slashing damage. If the target is a creature, it must
a creature and then hits it with a gore attack on the same turn, that succeed on a DC 13 Strength saving throw or be knocked prone.
target must succeed on a DC 12 Strength saving throw or be knocked Relentless (Recharges after a Short or Long Rest). If the boar takes 10
prone. If the target is prone, the elephant can make one stomp attack damage or less that would reduce it to 0 hit points, it is reduced to 1 hit
against it as a bonus action. point instead.
Actions Actions
Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 3d8 +6 piercing damage. Hit: 2d6 +3 slashing damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one prone creature.
Hit: 3d10 +6 bludgeoning damage.

Elk CR 1/4 Giant Constrictor Snake CR 2


Large beast, unaligned
Huge beast, unaligned
AC 10 HP 13 Speed 40 ft.
__________________________________________________________________________ AC 18 HP 60 Speed 30 ft., swim 30 ft.
__________________________________________________________________________
Senses passive Perception 10
Skills Perception +2
Languages -
Senses blindsight 10 ft., passive Perception 12
Str +3, Dex +0, Con +1, Int -4, Wis +0, Cha -2
Languages understands Zahhāfa but can’t speak
__________________________________________________________________________
Str +4, Dex +2, Con +1, Int -5, Wis +0, Cha -4
Charge. If the elk 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 extra 7 __________________________________________________________________________
(2d6) damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone. Actions
Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 2d6 +4 piercing damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6 +3 bludgeoning damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 2d8 +4 bludgeoning damage, and the target is grappled (escape DC
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. 16). Until this grapple ends, the creature is restrained, and the snake
Hit: 2d4 +3 bludgeoning damage. can’t constrict another target.

312 | DARKENERGY ROLEPLAYING GAME


Giant Eagle CR 1 Giant Octopus CR 1
Large beast, neutral good Large beast, unaligned

AC 17 HP 26 Speed 10 ft., fly 80 ft. AC 15 HP 52 Speed 10 ft., swim 60 ft.


__________________________________________________________________________ __________________________________________________________________________
Skills Perception +4 Skills Perception +4, Stealth +5
Senses passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages understands Common and Avian but can’t speak Languages -
Str +3, Dex +3, Con +1, Int -1, Wis +2, Cha +0 Str +3, Dex +1, Con +1, Int -3, Wis +0, Cha -3
__________________________________________________________________________ __________________________________________________________________________
Keen Sight. The eagle has advantage on Wisdom (Perception) checks Hold Breath. While out of water, the octopus can hold its breath for 1
that rely on sight. hour.
Actions Underwater Camouflage. The octopus has advantage on Dexterity
(Stealth) checks made while underwater. Water Breathing. The
Multiattack. The eagle makes two attacks: one with its beak and one with octopus can breathe only underwater.
its talons. Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6 +3 piercing damage. Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit:
2d6 +3 bludgeoning damage. If the target is a creature, it is grappled
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. (escape DC 16). Until this grapple ends, the target is restrained, and the
Hit: 2d6 +3 slashing damage.. octopus can’t use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud
of ink extends all around the octopus if it is underwater. The area
is heavily obscured for 1 minute, although a significant current can

Giant Goat CR 1/2


disperse the ink. After releasing the ink, the octopus can use the Dash
action as a bonus action.

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.

CORE RULEBOOK | 313


Great Tiger CR 5 Giant Spider CR 1
Huge beast, unaligned Large beast, unaligned

AC 22 HP 85 Speed 50 ft. AC 14 HP 26 Speed 30 ft., climb 30 ft.


__________________________________________________________________________ __________________________________________________________________________
Skills Perception +5, Stealth +8 Skills Stealth +7
Senses darkvision 60 ft., passive Perception 15 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages understands Common but can’t speak Languages understands Insectid but can’t speak
Str +5, Dex +2, Con +3, Int +0, Wis +2, Cha -1 Str +2, Dex +3, Con +1, Int -4, Wis +0, Cha -3
__________________________________________________________________________ __________________________________________________________________________
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that Spider Climb. The spider can climb difficult surfaces, including upside
rely on smell. down on ceilings, without needing to make an ability check.
Pounce. If the tiger moves at least 20 feet straight toward a creature Web Sense. While in contact with a web, the spider knows the exact
and then hits it with a claw attack on the same turn, that target must location of any other creature in contact with the same web.
succeed on a DC 15 Strength saving throw or be knocked prone. If the
target is prone, the tiger can make one bite attack as a bonus action. Web Walker. The spider ignores movement restrictions caused by
webbing.
Actions Actions
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 2d6 +5 piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit:1d8 +3 piercing damage, and the target must make a DC 11
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Constitution saving throw, taking 2d8 poison damage on a failed save,
Hit: 2d8 +5 slashing damage. or half as much damage on a successful one. If the poison damage
reduces the target to 0 hit points, the target is stable but poisoned for
1 hour, even after regaining hit points, and is paralyzed while poisoned
in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft.,
one creature. Hit: The target is restrained by webbing. As an action,

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).

AC 21 HP 126 Speed swim 50 ft.


__________________________________________________________________________
Skills Perception +3

Hatchling Long Dragon CR 2


Senses blindsight 60 ft., passive Perception 13
Languages -
Str +6, Dex +0, Con +5, Int -5, Wis +0, Cha -3 Medium dragon, Neutral Good
__________________________________________________________________________
Blood Frenzy. The shark has advantage on melee attack rolls against any
AC 17 HP 48 Speed 30 ft., swim 30 ft..
__________________________________________________________________________
creature that doesn’t have all its hit points.
Saving Throws Dex +4, Con +3, Wis +2, Cha +3
Water Breathing. The shark can breathe only underwater.
Skills Perception +4, Stealth +2
Actions
Damage Immunities Thunder, Lightning
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14
Hit: 3d10 +6 piercing damage.
Languages Draconic
Str +2, Dex +2, Con +1, Int +0, Wis +0, Cha +1
__________________________________________________________________________
Amphibious. The dragon can breathe air and water.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10 +2
piercing damage plus 1d4 acid damage.
Lightning Breath The dragon exhales lightning in a 40-foot line that is
5 feet wide. Each creature in that line must make a DC 12 Dexterity
saving throw, taking 3d10 lightning damage on a failed save, or half as
much damage on a successful one.

314 | DARKENERGY ROLEPLAYING GAME


Lion CR 1 Rhinoceros CR 2
Large beast, unaligned Large beast, unaligned

AC 12 HP 26 Speed 50 ft. AC 18 HP 45 Speed 40 ft.


__________________________________________________________________________ __________________________________________________________________________
Skills Perception +3, Stealth +6 Senses passive Perception 11
Senses passive Perception 13 Languages -
Languages - Str +5, Dex -1, Con +2, Int -4, Wis +1, Cha -2
Str +3, Dex +2, Con +1, Int -4, Wis +1, Cha -1 __________________________________________________________________________
__________________________________________________________________________ Charge. If the rhinoceros moves at least 20 feet straight toward a target
and then hits it with a gore attack on the same turn, the target takes an
Keen Smell. The lion has advantage on Wisdom (Perception) checks that extra 2d8 +5 bludgeoning damage. If the target is a creature, it must
rely on smell. Pack Tactics. The lion has advantage on an attack roll succeed on a DC 15 Strength saving throw or be knocked prone.
against a creature if at least one of the lion’s allies is within 5 feet of
the creature and the ally isn’t incapacitated. Actions
Pounce. If the lion moves at least 20 feet straight toward a creature
and then hits it with a claw attack on the same turn, that target must Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
succeed on a DC 13 Strength saving throw or be knocked prone. If the Hit: 2d8 +5 bludgeoning damage.
target is prone, the lion can make one bite attack against it as a bonus
action.
Running Leap. With a 10-foot running start, the lion can long jump up to
25 feet.

Riding Horse CR 1/4


Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 +3 piercing damage. Large beast, unaligned
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6 +3 slashing damage. AC 10 HP 13 Speed 60 ft.
__________________________________________________________________________

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

Swarm of Bats CR 1/4


target must succeed on a DC 18 Strength saving throw or be knocked
prone. If the target is prone, the elephant can make one stomp attack
against it as a bonus action.
Medium swarm of Tiny beast, unaligned
Actions
Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. AC 12 HP 22 Speed fly 30 ft.
Hit: 4d8 +8 piercing damage. __________________________________________________________________________

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.

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Swarm of Insects CR 1/2 Tiger CR 1
Medium swarm of Tiny beast, unaligned Large beast, unaligned

AC 12 HP 22 Speed 30 ft., climb 20 ft. AC 12 HP 37 Speed 40 ft.


__________________________________________________________________________ __________________________________________________________________________
Damage Resistances Bludgeoning, Piercing, Slashing Skills Perception +3, Stealth +6
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Senses darkvision 60 ft., passive Perception 13
Petrified, Prone, Restrained, Stunned
Languages -
Senses blindsight 10 ft., passive Perception 8
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha -1
Languages -
__________________________________________________________________________
Str -4, Dex +1, Con +0, Int -5, Wis -2, Cha -5
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that
__________________________________________________________________________ rely on smell.
Swarm. The swarm can occupy another creature’s space and vice versa, Pounce. If the tiger moves at least 20 feet straight toward a creature
and the swarm can move through any opening large enough for a Tiny and then hits it with a claw attack on the same turn, that target must
insect. The swarm can’t regain hit points or gain temporary hit points. succeed on a DC 13 Strength saving throw or be knocked prone. If the
target is prone, the tiger can make one bite attack against it as a bonus
Actions action.

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.

Swarm of Rats CR 1/4 Wolf CR 1/4


Medium swarm of Tiny beast, unaligned
Medium beast, unaligned
AC 10 HP 24 Speed 30 ft.
__________________________________________________________________________ AC 13 HP 11 Speed 40 ft.
__________________________________________________________________________
Damage Resistances Bludgeoning, Piercing, Slashing
Skills Perception +3, Stealth +4
Condition Immunities Charmed, Frightened, Grappled, Paralyzed,
Petrified, Prone, Restrained, Stunned Senses passive Perception 13
Senses darkvision 30 ft., passive Perception 10 Languages -
Languages - Str +1, Dex +2, Con +1, Int -4, Wis +1, Cha -2
Str -1, Dex +0, Con -1, Int -4, Wis +0, Cha -4 __________________________________________________________________________
__________________________________________________________________________ Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception)
checks that rely on hearing or smell. Pack Tactics. The wolf has
Keen Smell. The swarm has advantage on Wisdom (Perception) checks advantage on attack rolls against a creature if at least one of the wolf’s
that rely on smell. allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swarm. The swarm can occupy another creature’s space and vice versa, Actions
and the swarm can move through any opening large enough for a Tiny
rat. The swarm can’t regain hit points or gain temporary hit points.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Actions Hit: 2d4 +2 piercing damage. If the target is a creature, it must succeed
on a DC 11 Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s
space. Hit: 2d6 piercing damage, or 1d6 piercing damage if the swarm

Warhorse CR 1/2
has half of its hit points or fewer.

Large beast, unaligned

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.

316 | DARKENERGY ROLEPLAYING GAME


THE SETTING
PLANES OF EXISTENCE
The cosmos teems with a multitude of worlds as well as myriad Portals: A portal is a general term for a stationary interplanar
alternate dimensions of reality, called the planes of existence. It connection that links a specific location on one plane to a
encompasses every world where GMs run their adventures, all specific location on another. Some Portals are like doorways, a
within the relatively mundane realm of the Material Plane. clear window, or a fog-- shrouded passage, and simply stepping
through it Effects the interplanar travel. Others are locations—
Beyond that plane are domains of raw elemental matter and
circles of standing stones, soaring towers, sailing ships, or even
energy, realms of pure thought and ethos, the homes of demons
whole towns—that exist in multiple planes at once or flicker from
and angels, and the dominions of the gods.
one plane to another in turn.
Many spells and magic items can draw energy from these planes,
Distance is a virtually meaningless concept on the Upper or Lower
summon the creatures that dwell there, communicate with their
Planes. The perceptible regions of the planes often seem quite
denizens, and allow adventurers to travel there. As your character
small, but they can also stretch on to what seems like infinity. It
achieves greater power and higher levels, you might walk on
might be possible to take a guided tour of the 9 Hells, from the
streets made of solid fire or test your mettle on a battlefield where
The Fallen fought for control of Heaven. first layer to the ninth, in a single day—if the powers of the Hells
desire it. Or it could take weeks for travelers to make a grueling
trek across a single layer.

The Material Plane


The Material Plane, or the Mortal Realms, is the nexus where the Upper Planes
philosophical and elemental forces that define the other planes
The Kingdom of Heaven is made up of the Upper Planes. They are
collide in the jumbled existence of mortal life and mundane matter.
All fantasy gaming worlds exist within the Material Plane, making the planes with some element of good in their nature. Celestials of
it the starting point for most campaigns and adventures. The rest good alignment such as angels dwell in the Upper Planes.
of the multiverse is defined in relation to the Material Plane. There are seven major planes that make up the Kingdom of
Heaven. They are The Empyrean, Paradise, Olympus, Asgard,
The worlds of the Material Plane are infinitely diverse, for they
Aaru, Tian and Swarga Loka. Each of these planes has smaller
reflect the creative imagination of the GMs who set their games
there, as well as the players whose heroes adventure there. They subdivisions within them called Inner Realms. These inner realms
include magic--wasted Desert planets and island--dotted water are generally the domains of specific deities. For example, within
Asgard is the inner realm of Valhalla which is the domain of the
worlds, worlds where magic combines with advanced technology
and others trapped in an endless Stone Age, worlds where the dwarven god Odin.
gods walk and places they have abandoned.

Beyond the Material


Beyond the Material Plane, the various planes of existence are
realms of myth and mystery. They’re not simply other worlds, but
different qualities of being, formed and governed by spiritual and
elemental principles abstracted from the ordinary world.

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.

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kinGDoM of heaven
PARADISE: Promised Land, Gan Eden, Jennah
OLYMPUS: Elysium
ASGARD: Valhalla, Folkvangr
AARU: Tlalocan
TIAN: Takamagahara, Hunamoku
SWARGA LOKA: Vaikuntha, Orun Oke, The Summerland
*This is not a complete list

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.

Transitive Planes 9 HELLS


LAYER RULER
The Netherworld is made up of the Transitive Planes. They are
mostly featureless realms that serve primarily as ways to travel Diyu King Yan
from one plane to another and act as judgment areas for arriving Naraka Kali
souls. Spells such as Etherealness and Astral Projection allow Purgatory Baphomet
characters to enter these planes and traverse them to reach the Gehenna Moloch
planes beyond.
Jahannam Iblis
They are the planes that separate the Heavenly Realms from the Xibalba Cizin
Mortal Realm and the 9 Hells. It is the plane that directly contacts
the Veil and acts as a border for all other planes of existence. Niflhel Surtur
Some of the transitive planes within the Netherworld are Limbo, Tartarus Cronus
Asphodel Meadows, Duat, Hades, Ikole Orun, Mourning Fields, Abyss Satan
Yomi-no-kuni and The Void.
that form a direct link to the other side. If one side is blocked or
aliGnMent destroyed, then the traveler will either appear at a random location
A plane’s Alignment is its essence, and a character whose or not be able to activate the doorway at all.
Alignment doesn’t match the plane’s experiences a profound The third method is to use certain powerful spells allow the user to
sense of dissonance there. When a good creature visits Elysium, enter the Veil or maybe even bypass the Veil entirely.
for example (a neutral good Upper Plane), it feels in tune with the
plane, but an evil creature feels out of tune and more than a little
uncomfortable. Pocket Universes

The Veil Between Worlds


Pocket Universes are small extra dimensional spaces with their
own unique rules. They are pieces of reality that don’t seem to fit
anywhere else. Pocket Universes come into being by a variety of
The planes of existence are separated from each other by the means. Some are created by Spells, such as Pocket Universe, or
mystical barrier known as the Veil Between Words. This barrier generated at the desire of a powerful deity or other force. They may
prevents movement between plans and other worlds. exist naturally, as a fold of existing reality that has been pinched
There are however ways to traverse the Veil. The primary method off from the rest of the multiverse, or as a baby universe growing
is to use the axis mundi (also know as the World Tree, Ygdrassil, in power. A given Pocket Universe can be entered through a single
World Pillar, Holy Sycamore, Yaxche and Cosmic Axis, among point where it touches another plane. Theoretically, a Plane Shift
others). The axis mundi acts as a bridge that connects different spell can also carry travelers to a Pocket Universe, but the proper
points across the planes. These locations are natural areas that frequency required for the tuning fork is extremely hard to acquire.
allow passage for those who know how to access them. The gate spell is more reliable, assuming the caster knows of the
Pocket Universe.
The second method is to use a magical gateway or portal in the
Veil as a doorway. This usually requires two connecting points

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MORTAL REALMS

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.

Before the Veil mysteriously hardened some ancient humans


could use magic and powerful creatures still roamed the wilds.
the shearinG of the veil
The ancient humans had contact with many other races thanks to A catastrophic malfunction at the newly-upgraded Large Hadron
Earth being a nexus world. Collider unleashes titanic forces that shear away the veil between
worlds. The shattered veil creates a vacuum that pulls creatures
The dwarves mainly kept to themselves but they would trade
from connected worlds and scatters them across the earth.
with the humans while the elves were mainly there as observers.
The kefali on the other hand were working tirelessly to convert Unsuspecting humanity is suddenly besieged on all sides by races
the entire human race to their Ma’at religion. When the elves and monsters that where thought of as only myth and legend. Now
discovered what the kefali were doing, they shed their observer all too real, these creatures rampage across earth and it is up to
position and took an active role in countering the kefali influence human survivors to reestablish their world before they are swept
by introducing the humans to their Olympian gods. It is unknown away. The countries and borders that once existed have been
how much, if any, contact humanity had with orcs before the Veil forgotten and local communities band together with little hope of
hardened. help from outside.
The initial bombardment of creatures was scattered and chaotic
as a result of the sudden shearing of the veil. But once the initial
waves calm, there become noticeable regions where certain

CORE RULEBOOK | 319


creatures and races are more likely to be found. pressure continues to mount with no relief in sight. They cant even
rely on their usual savior, the brutal Russian winter. It seems the
North America
colder it gets, the more aggressive the giants become. But even
In North America there is a higher than average concentration of their situation seems better than the unfortunate Japanese.
beasts and mutation. The kefali have a strong presence, mainly
The demons have come pouring out along the Ring of Fire and
the Kaakuush, Cyno, Feloran, Roahttu, Hissan and Tiraan. The orc
are carving a bloody path though everything they encounter. The
tribes quickly carved out small pockets of territory and focus on
Japanese islands along with most of the Pacific coastal countries
gathering as many of the golbins, koblods and troglodyte tribes
are slowly being overwhelmed by vicious orcs and their demonic
to their banner before making any push for more territory. Most
allies.
elves and dwarves have made alliances with the humans that they
encountered, mainly due to their relatable appearance and mutual Australia
enemies in the orcs and kefali. In Australia the kefali have establish a few small camps on the west
Thanks to the military and a heavily armed population, large coast and the orcs have a foothold in the north. However, most of
sections of the United States remain under human control. The the continent has escaped the Shearing relatively unscathed thus
north of Canada has been invaded by giants and much of the far.
surviving population has fled south to the relative safety of the
Americans. In what was Mexico, the cartels have taken over and Bionics
carved out small kingdoms of their own.
After the Shearing, human technology exploded with the addition
South America of magic to make more advanced cybernetics and mechanical
In South America there is an increasingly significant concentration enhancements. People that embraced this new cyber-tech and
of undead creatures. The humans are being driven out as waves of upgraded their bodies with it have become known as ‘Bionics’.
undead invade. Most of the human survivors have taken refuge in
the Andes mountains. Now the undead battle the kefali for control
of the lowlands.
The kefali houses of Avian, Feloran, Naga Insectid, Krokodil, Reptil
and Tortuga have spread surprisingly far and have actually found
followers in some of the human populations.
Europe
In Europe more elves and dwarves have appeared far more than
any other race. Most have allied themselves with humans but
not all have and there is skirmishes between the three races
constantly. Thanks to the numerous castles across Europe the
humans have found great success in repelling invaders but have
been unable to establish a strong push to secure more territory.
This may be due to the fragmented human factions each trying to
seize control and become the dominant faction, going so far as to
make war on each other.
Africa/Middle East
In Africa and the Middle East there is unceasing gorilla warfare as
the humans fight against the seemingly endless hordes of kefali.
The kefali have formed what they call a Golden Legion in what was
Turkey. The Golden Legion brings all of the major Houses together
to conquer in the name of Ma’at and bring their Divine Order to
the world. Thankfully for humanity, the kefali members of the Isfet
work in secret to undermine the Ma’at and sew chaos wherever
they can.
There are also growing reports of undead activity, especially
around Egypt. So far these rumors are unconfirmed.
Asia
In Asia there is a heavy kefali presence, mainly the houses of
Hathi, Primat, Feloran and Kaakuush, but not nearly has strong as
the Golden Legion in the Middle East. However there is the threat
that the kefali scattered across Asia will unite and carve a path to
join the Golden Legion. So far that doesn’t seem to be the case,
but the threat remains. In northern Asia the Hisaan roam until they
reach the frozen lands claimed by tough Russians.
The Russians are caught between a rock and a hard place being
the roving bands of kefali to the south, warring states of Europe to
the east and a growing invasion of ice giants from the north. So
far they have managed to maintain most of their territory but the

320 | DARKENERGY ROLEPLAYING GAME


GAEA
peacefully submit to Radamanthas’ rule were then subject to King
Taranis’ armies.
As more cities fell to the two rulers, Queen Scatha and King
Laomedon joined the alliance and the four rules began their
Homeworld of the Elves. It is made up of three continents and conquest in earnest.
countless islands. The three continents are Arcadia, Hyperborea,
King Radamanthas continued to convince cities to join him without
and Luilekkerland.
fighting while King Taranis made war on everyone he could. King
Gaea is connected to Earth, Nibiru and by the World Tree and is Laomedon used his powers over nature to bring famine and plague
attached to the pocket universe called the Shadow Lands. to the crops of his enemies and forced them to surrender.
During one of the first battles Queen Scatha was struck down. But
History her sorcerous powers brought her back from the dead and she
arose as the even more powerful Lich Queen. With her ‘newfound’
It is unknown who the first Elves were or how they had been necromancer powers she brought all of the dead back to serve in
created. That has been lost to antiquity. Or perhaps the elves just her now undead armies. It is said using powerful blood magic she
aren’t telling. Known Elven history doesn’t truly begin until the created the first Vampires to act as her generals for all eternity.
Shadow Wars. Centuries passed and the war raged on. During that time the
corruption became apparent but by then it was too late, many
shaDow wars cities were under their control.
Elves were originally all worshipers of The Light, and to many they When it was discovered that the four rules had fallen to Shadow all
are called the Light Elves. But there were some who turned from the remaining city-states rallied together to defeat them. But even
the Light and chose the Shadowed Path and thus became known their combined might was not enough to defeat the Shadowed
as the Shadow Elves. Ones. The four rules were too powerful; nothing could stand before
them as they led their armies into battle. Thus they became known
The elves called their world Gaea and they lived in city-states
as the Harbingers, for everywhere they went, death followed.
spread across countless islands. Those city-states made war on
each other constantly, trying to forge an empire. But none could It wasn’t until the legendary Archdruid Dagda consulted with The
conquer more than a few cities before either being defeated or Oracle that he discovered a way to stop them. The Oracle foretold
losing control of captured cities. that the Harbingers would bathe the world in blood and fire and
that they could not be defeated. But they could be trapped.
It is unknown whom or what corrupted the first elves but it is
believed that the first elf leader to turn away from The Light was a So together with Grand Archmage Janus Urelius, Supreme
mighty king named Radamanthas. He began by convincing other Sorceress Phyllis, the Chief Priests, Magi, and Druids, Archdurid
city-states to make him their ruler by proclaiming that he was Dagda cast his Binding spell, trapping The Four behind The Seven
going to unify the elven people. The Taranis was quick to ally with Seals forever.
Radamanthas and made war on his neighbors. Those that did not

CORE RULEBOOK | 321


In honor of the first Archdruid every one after takes the title ‘The But the humans were not alone. The elves discovered the hated
Dagda’ and is the Chief Watcher of the Seals. kefali were already there, seeding their religion across the globe
and showing the primitive humans how to build pyramids to
With the Shadowed Ones defeated, the elves elected Archon Ard-
worship them.
Tiarna as the first Grand Archon of the Aos Si. Ard-Tiarna had held
off the forces of The Four longer than any other and it was agreed Seeing how similar the two races were, the Atlanteans decided to
that she was the best choice to protect them from any future break the Code and interact with the humans to try and thwart
corruption. the kefali. They introduced some humans to their Pantheon of
Olympians and taught them many things. Other elven nations
A desolate pocket universe that had been discovered during the
also traveled to Earth and interacted with the humans, including
war became the prison for the Shadowed Elves. Any elf convicted
Avalon, the mysterious Isle of Seers.
of consorting with the Shadow was cast out. These plane became
known as the Shadow Lands. There was a minor scandal when the Stewards discovered that
some elves had been fornicating with humans and had actually
Years passed and the elves enjoyed a long stretch of relative peace
had children, including the Tuath Dé.
as they slowly recovered from the devastating Shadow Wars.
But before too long (by elf standards) the elves noticed that it
But it was not to last.
was becoming increasingly difficult to move across the Veil. After
many tests the elves discovered that the Veil was hardening. Soon
Kefali Invasion it would become impossible to travel to other worlds. So to avoid
The kefali arrived suddenly and without warning when a rift being trapped, the island nations withdrew and returned to Gaea.
appeared on the island nation of Annwn and hordes of animal-like
beings poured out and viciously attacked the elves. The elves were The Shearing
caught completely off guard and Annwn quickly fell.
The elves remained on Gaea, unable to travel to other worlds for
Among the animal beings that attacked were what the elves thousands of years. Until there was a cataclysmic event upon
named centaurs and minotaurs. The elves only heard the true the connected world that pulled elves and in some cases, whole
names for a few houses from the kefali themselves, one was the islands to Earth.
name of the Cynocephali dog soldiers and the faun was another.
Depending on where the elves were pulled to, the humans they
But those kefali creatures were not alone, for the Avatars of their
first encountered may be hostile or friendly. Thanks to humans
gods walked among them. They called themselves the Ma’at.
and elves looking very similar, the elves mostly find fast allies with
And they believed in what they called the Divine Order. The kefali
humans. This is not always the case however and a few bitter
believed that the only way to establish Order in the Universe was
rivalries have formed between the two races.
for the kefali to rule it all.
Thanks to their long life spans, some of the most ancient elves
The elves rallied together and with the aid of their Olympian
still remember humans and Earth. Although those memories
gods, made war with the invaders. After a long and bitter war, the
may as well be of a different species due to the human’s rapid
elves were victorious and finally forced the Ma’at gods and their
technological advancement since the elve’s withdrawal.
kefali followers back through the rift. The kefali retreated to their
homeworld before the Olympians blocked the doorway the kefali Most notably is the island city-state of Atlantis has returned to
had used upon Annwn, sealing Gaea from the kefali. Earth in the Atlantic Ocean and now acts as a stronghold for the
elves.
But not all kefali escaped before Gaea was shielded. The elves
showed ‘mercy’ to these abandoned kefali and exiled them to a
pair of islands that had been ruined during the war. Kefali remain Synth-Elves
there to this day. There are stories that bands of centaur roam the After the Shearing, a rare number of elves embraced human
forests of Arcadia but the Wood Elves deny such rumors. technology and used it to enhance their own bodies through
cybernetic implants. The vast majority of elves look on in disgust
Stewards at these so called ‘Synth-Elves’ and any elf with any modifications
are generally shunned by other elves.
Once the kefali threat had been defeated, the elves discovered
how to traverse the Veil themselves. An organization was created
with the purpose of overseeing the use of the Veil and to report on
whatever was discovered. Shadow Lands
The Stewards were founded and using their powerful magic, they A pocket universe connected to Gaea where the elves send those
began to explore what they called the World Tree that allowed convicted of consorting with the Shadow. Little is know of this
passage across the Veil. The Stewards established the Code that dark realm. Those that are banished there have never returned.
decreed that the elves should have no contact with the inhabitants
of any world they discovered. They were to observe only. But not
all of the explorers adhered to the Code.
The first world discovered was called Earth and was populated by
being called humans that looked remarkably similar to the elves.
Eventually entire islands nations would be dragged across the Veil
to monitor this world by the island city of Atlantis,
The humans of Earth were remarkably similar to the elves, the
major differences were they did not live nearly as long as elves
and had very little magic.

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NIBIRU
SEVEN CITIES OF GOLD
GOLDEN CITY HOUSE RULER
Cahokia Kaakuush Chief Taza
Nibiru is the homeworld of the kefali. There is one primary Cibola Cynocephali Pack Master Salar Shadowfang
continent with a sea in the center and a smaller continent in the Kalapa Hathi Prime Matriarch Varunavi
south eastern corner. It is divided into seven major countries, each Mahoroba Primat The Great Ape
ruled from one of the Seven Cities of Gold.
Paititi Avian Great Speaker Tlatoani
Nibiru is connected to Earth, Gaea and Byyu by the axis mundi. Quivira Gurkan Ratel Lords
Thenis Feloran Pharaoh Cormak
History The Ma’at were always in male-female pairs and there were so
many Ma’at that some creatures had several gods representing
creation Myth them.

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.

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The world of the Ma’at became known as Nibiru and grew to house had a mastery of magic that even surpassed House Naga and
many powerful kingdoms. The mortal followers of the Ma’at on House Feloran. What was more, the elves had powerful gods of
this world were called the kefali. their own who contested the Ma’at. These Olympian gods aided
the elves and proved a match for even the most powerful of the
However, the ancient remains of the mysterious O’Saur civilization
Ma’at.
challenges the common belief that the kefali were the first to be
given the Template. The war ground to a standstill for many years with neither side
able to gain an advantage. Until radicalized followers of the Isfet
Seven Cities of Gold were constructed to honor the gods and
betrayed their fellow kefali and opened a hole in their defensive
these mighty cities became the foundations of kefali culture and
line. The elves immediately seized the opportunity and finally
the seats of the Great Houses that controlled them. Legends
broke the stalemate. The Golden Legion was not able to recover in
speak of an Eighth golden city underwater, but these rumors are
time and the kefali were eventually forced back to the portal from
unconfirmed.
whence they had come.
The First Golden Legion The once-mighty Golden Legion was shattered and fled back
through the open portal to the safety of their homeworld. The elves
Legend tells that a mythical Naga sorceress named Sassandri didn’t follow, instead they sealed the portal so that the kefali could
discovered a way to create a doorway to another world. Upon never return.
learning of this doorway, some of the ancient kefali rulers believed
this was a sign from their gods. They took it as a divine sign that
they were tasked with spreading their Ma’at religion to other A New Age
worlds. The kefali believed the best way to bring Order to the After their humiliating defeat by the elves, the kefali decided that
universe was to conquer it all. war was not the only way to conquer a world. And so they began a
new campaign, one of conversion.
For the first time in their history, all kefali Houses joined together
under one banner. This created what became known as the First The next world they discovered was place called Earth. At firs
Golden Legion and it was lead by the legendary Feloran ruler, the kefali were alarmed upon seeing the human inhabitance,
Pharaoh Khurn. mistaking them for elves. But once they realized the humans
were not their hated enemy they began a methodical campaign to
The portal Sassandri had created led to a hot and swampy world
slowly influence the human population into following their ways.
populated by numerous tribes of barbaric creatures. The kefali
Many different groups of kefali began cults all across Earth.
assault was fast and brutal and the local inhabitants were quickly
brought to heel. The local creatures called themselves troglodytes The kefali had nearly uncontested influence of the human race
and referred to their world with a word the kefali interpreted as for centuries until the elves arrived. The elves realized what the
Byyu and that is how the world became know. Within a few short kefali were doing and worked against them. Unbeknownst to the
years the Golden Legion had crushed the last resistance upon humans, a war was raging for the hearts and souls of humanity.
Byyu and the entire world was under the kefali’s control. The silent war was in full swing when the first kefali sorcerers
After a time a portal was discovered upon Byyu and this one lead to noticed that traversing the Veil was becoming increasingly
a small, barren world that was populated by a civilization of small, difficult. It was with great horror that they came to discover that
scaly creatures that were much more organized than the tribes the Veil was hardening. The kefali rulers believed the Veil would
upon Byyu. These creatures we called kobolds and they where harden but eventually open back up and so they decided to
cunning and rode wyverns into battle. The kobolds worshiped pull back most of their assets upon earth and leave only a few
mighty dragons that also called that world home. This was the operatives to maintain their influence. However, the kefali did not
kefali’s first encounter with dragons and it did not go well for the expect the hardening to block the flow of magic to Earth. Even
mighty Golden Legion. The dragons proved a fearsome foe and the divine powers from the gods was stifled and with no magic or
countless kefali warriors fell, but the Ma’at gods came to the aid divine powers to reassure them, the humans began to lose faith.
of the battered followers. With the help of the gods and a second The kefali tried to maintain control of all the worlds they had
legion of reenforcements, the kefali were able to push the kobolds conquered but as the centuries passed, and no reenforcements
back and seize much of the worlds surface. came, each world broke free of their kefali overlords.
The kefali called it a victory even though the war never really Eventually the kefali themselves forgot about traveling to other
ended, and they continued discovering worlds and conquering worlds and stories of the Golden Legions were little more than
them to bring their Divine Order to the universe. They might have fairy tails told to children.
succeeded had it not been for the elves.

Gaea Invasion The Shearing


That all changed the moment the veil was shattered. The ancient
As the kefali’s dominance grew so did their confidence. When their portals came alive once more and the great kefali Houses put
sorcerers discovered a new portal upon their homeworld of Nibiru, aside their rivalries to join together. The Golden Legions are on
a new Golden Legion was formed and immediately sent through to the march once again and this time they will finished what their
crush whatever peoples lived there. forbears started.
This new world was called Gaea and it was the home of the elves.
At first the kefali invasion was a brilliant success with several of Augmented Kefali
the elven island-cities falling swiftly to the invaders. But, travel
across the oceans to each new island was slow and it gave the After the Shearing, the kefali were exposed to the alien human
elves time form a proper defense. technology. Some Houses quickly saw the advantage of such
devices and began experimenting on upgrading themselves with
The kefali quickly discovered that these elves were unlike any magically supplemented servo-limbs and advanced weaponry.
creatures they had met before, they were extremely intelligent and

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SVARTALFHEIM
Svartalfheim is the homeworld of the dwarves. It has one primary
landmass with a few smaller
Svartalfheim is connected to Earth and Kimon by Ygdrassil.

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

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the ferocious orcs and demonic muspell.
RULING CLANS
MOUNTAIN CAPITAL RULER
Muspell and the First Orc War
Anvilborn* Burdr Geirr King Varnir Anvilborn
There is a debate between dwarf scholars over which came
Armorthrone* Skjaldborg King Olaf Armorthrone
first. Some say the muspell were summoned by the Jotun and
Bloodletter Ban Amadr King Angus Bloodletter they brought their orc slaves with them. While others believe the
Deepmine* Djupr King Nyrath Deepmine orcs had always been Above but it wasn’t until they discovered
Doomtooth Fenrisulfr King Ragnar Doomtooth a way to summon the muspell that they began trying to conquer
the Empire. The muspell are also known as Fire Giants, or more
Durinnson* Agartha Emperor Otognar Durinnson
commonly, demons.
Goldenhall* Gulsalr King Norri Goldenhall
For a thousand years the dwarves fought the orcs and their
Keepbuilder* Borg Kastali King Hakon Keepbuilder
summoned allies but it seemed as soon as the dwarves defeated
Lightningbringer* Duna Foera King Vestri Lightningbringer one tribe another would appear. Eventually the Empire was hard
Silvermace Eyrir King Suri Silvermace pressed by a massive alliance of muspell and orcs when the great
Warblade* Ofrior King Austri Warblade Dwarf Lord Hreidmar went before the Emperor and asked for
permission to lead an army to the surface to face the enemy.
*Founding Clan
Up until this time the dwarves had only defended their deep
HILL CAPITAL RULER fortress-cities, never leaving the safety of their underground
Chainbreaker Nidavellir King Reidmarr Chainbreaker empire. Emperor Bjorn II agreed and Hreidmar took four whole
Firecaller Brennad Thane Frosti Firecaller clans Above to do battle. After nearly one hundred years of brutal
fighting Hreidmar and his clans finally defeated the orc Warchief
Flintstriker Logitaka Thane Suthri Flintstriker
BloodFist at Trogar’s Gap and crushed their demonic alliance.
Hardhelm Hjalmstallr Thane Nyr Hardhelm
Linecracker Brjota Thane Thekk Linecracker Second Golden Age
Swiftaxe Fljotr Sokn Thane Ginnar Swiftaxe
Seeing how the Empire was vulnerable from Above, Hreidmar
Thunderstone Steinn Duna Thane Sven Thunderstone petitioned the Emperor and asked that some clans be allowed to
Tinsickle Hof Run Thane Finn Tinsickle live Above so they could protect the mountain halls from burrowing
Towershield Gneafahlif Thane Fraeg Towershield enemies. Bjorn II refused.
However, Hreidmar was wise and he believed living Above was
Amalgamation War the best way to protect his people. So he took the clan Lords of
the four clans that had battled beside him and again asked the
Seven of the clans yielded to Durinn but one, Clan Cinderbeard Emperor to let them leave. Again he was refused.
refused to yield and were completely destroyed. The remaining two
clans disappeared from history. None now know what happened With typical dwarf stubbornness, Hreidmar did what he thought
to them. best and took his clans and left. When Emperor Bjorn II heard this
he sent an army to bring Hreidmar and his wayward clans back,
Once unified under Durinn, the dwarves proclaimed him the but by the time Bjorn’s army reached the surface, Hreidmar and
First Emperor of the Dwarven Empire. Durinn decreed that from his forces had already locked themselves inside the fortresses
henceforth no dwarf shall make war with another because they they had used during the last orc war.
were all cut from the same rock, and were thus brothers.
Seeing no other choice Bjorn’s forces besieged the rebel
All dwarven clans trace their lineage back to one of the original fortresses. But being unaccustomed to fighting Above, Bjorn’s
eight founding clans. army was quickly routed and fled back underground. Years passed
Three of the original clans were destroyed in the Amalgamation and Bjorn made several other attempts to regain the lost clans.
War, but the remaining seven bent the knee to Durinn and named But he was never successful. Sometime later a large army of Frost
him Emperor. Giants arose from the south and made war with one of the deep
cities. After much fighting it was clear the dwarves couldn’t hold
First Golden Age out much longer. It was then Hreidmar and his people came to the
aid of the besieged city and defeated the Frost Giants.
The symbol of the new Empire was the AEgishjalmr. It’s eight
spears radiating out from a central point, representing the clans’ However the battle was not won without cost, for in the final
unification and defense of the new Empire. It is known in the battle, the Frost Giant King Drofn killed Emperor Bjorn II in a duel
Common tongue as the Helm of Awe. It also became the name of before King Drofn himself was slain by Lord Hreidmar. In gratitude
the crown of the Emperor. Legend says that whoever looks upon for saving the city, Bjorn’s son, and new Emperor Haldor the
the Emperor’s Helm becomes paralyzed with fear. Sunbringer, decreed that any dwarf who wished to live Above was
allowed to do so. Emperor Haldor then established the Kingdom
Except for the occasional skirmish with the Jotun and their giants, Above and made Hreidmar its King.
those days were ones of prosperity for the dwarves as the gods
walked among us and we grew into a powerful nation. Many Four other Clans chose to join Hreidmar‘s four to keep the
consider this the First Golden Age. With the help of the Æsir, the foundation of eight clans like when the Empire had been founded
first Rune Lords created the great Portal Stones that connected by Durinn. Together they formed the Kingdom Above. From then on
all of the major dwarf cities. It was also in those times that the King Hreidmar became known as The Chainbreaker for breaking
legendary Rune Smith Dvalin Swordforger taught the famous away from the Empire and his clan also took on the name.
smiths the Sons of Ivaldi his craft, and they created many King Hreidmar took his new Chainbreaker Clan and founded
marvelous things. But those days were not to last. For then came the fortress-city of Nidavellir and made it his capital. The other

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seven Clan Lords each founded fortress-cities of their own and every last orc and demon that had escaped the slaughter. And so
each took the title of Thane. They pledged their allegiance to King The Imperial Order of Wardens was created with Hannar’s younger
Hreidmar who in turn pledged his allegiance to the Emperor. This brother Finn Demonslayer named as the first High Warden.
is considered the start of the Second Golden Age. The Order of Wardens became primarily a demon hunting order
since the orcs are all but extinct. The Order slowly faded into
Crusade obscurity as the orcs were made extinct and the Muspell attacks
The Second Golden Age lasted for over two thousand years until ceased The Wardens were very secretive and now have become
a great host of orcs attacked the Empire. This was not any normal a thing of legend as many don’t even believe the Order exists
orc host because nearly every orc tribe had gathered under one anymore.
mighty oni war chief to make war on the dwarves. The Kingdom
lost several fortresses to the combined might of the orc tribes. Recent History
When asked for help, Emperor Dolgathar refused to aid the Total victory over the orcs was over five thousand years ago.
Kingdom. Believing the orcs were only a minor threat to the Since the orcs were vanquished, that made room on the surface
Kingdom and no threat at all to the Empire. But upon the sacking for more dwarf colonies to take shape and expand the Kingdom
of a Kingdom stronghold, the orcs discovered an underground Above. That expansion has been slow and is still ongoing due to
highway leading to the Empire city of Doffheim. The orcs destroyed the unintended consequences of the void being left by the orcs
the city and slaughtered its inhabitants. that has been aggressively filled in by the giants and goblinkind.
Emperor Dolgathar’s sister lived in Doffheim and upon hearing the The Empire Dwarves have also established their own fortresses
news of its destruction, Dolgathar flew into a rage. He immediately above ground to protect their mountain halls and the Kingdom
called for a crusade against the orcs and their vile Warlord Grug Dwarves spread farther out into the low lands. The Empire has
the Rotten. grown to dominate the entire Ironband Mountain Range.
With a massive crusade army at his back, Emperor Dolgathar Eventually the dwarves of the Kingdom Above became known as
met the orc hoards in an underground chamber complex called the Hill Clans because many of them lived in the hills around the
Odin’s Forrest for its massive stone pillars. The dwarves had great mountain ranges. While the Empire Dwarves became more
the advantage fighting underground but the orc hoard was so commonly known as the Mountain Clans because of them all
immense that the outcome was uncertain. It wasn’t until Emperor living deep inside their mountains.
Dolgathar himself met Grug the Rotten on the field of battle and
slew him in single combat that the orcs finally lost heart and were The Shearing
defeated.
When the Veil Between Worlds was shattered it caused chaos
Seeing the ruin such a large force of orcs could bring, Dolgathar across Svartalfheim. Whole villages have vanished in an instant
decided to continue his crusade. So he took his army and did and new monsters have appeared in the heart of the Empire. The
something no other Emperor had done before, he went Above. only safe place seems to be the fortress cites that have rune-
Gathering every dwarf he could along the way, Dolgathar soon protected walls. But even those are not proof against all the
amassed an enormous host the likes of which had never been see creatures that appear out of mists.
before or since. With his crusade ready he made war with the orcs During the events of the Shearing, it is revealed that the Order
and destroyed each of their tribes one by one. But this was not an of Wardens still exists. The Order has been working in secret for
easy thing to do because the orcs were spread across the whole of millennium and not only includes dwarves, but elves, kefali and
the world and not only were there orcs to fight, but there was also most surprisingly, orcs.
the threat of goblinkind, giants, and other beasts.
The crusaded lasted for over one hundred years before the orcs Steam Dwarves
were so hard-pressed that they were forced to do something that After the Shearing, some injured dwarves on Earth used archaic
they had never done before; they all joined together in common steam technology combined with runes to build new limbs to
cause to defeat Dolgathar and his crusade. replace lost appendages. The mechanical parts became so
But they were not alone for they had called for help as well. The evil popular among the dwarves that some even purposefully removed
orc warlocks used all of their sorcerous powers and summoned fully-functioning limbs for the sole purpose to be fitted with a
legions of muspell to aid them. mechanical replacement. These ‘Steam Dwarves’ have become a
sub-class of dwarven society.
With defeat looming, the last of the orcs massed on the Fields
of Gorthak just outside their last and greatest settlement. Their
numbers, combined with the demons, where overwhelming. The
now battle-hardened dwarves had never seen an army of such
size before. The orcs and muspell swarmed over the hills and
fields like a living carpet.
Undeterred, Emperor Dolgathar attacked. The battle lasted for
seven days and seven nights. On dawn of the eight day the dwarves
finally achieved victory, although they had suffered catastrophic
losses, including Emperor Dolgathar himself.
The orcs had been utterly annihilated and Dolgathar became
known from then on as The Orc Slayer. His two sons decided that
nothing like this should ever happen again. The eldest son, Hannar
Orcsbane became Emperor and decreed that a new order would
be created with the sole purpose of hunting down and destroying

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KIMON
society. Legends tell that the Black Orcs were once Green Orc that
had their souls stained from the uses of dark magics.
Oni. Not fully orcs, the oni have demon heritage mixed into their
orc bloodline. They are usually larger and more cunning than the
Kimon is the homeworld of the orcs. It is made up of an unknown Green Orc and have a reddish tint to their skin.
number of continents and was once considered a paradise. Now,
Blue Orc. These orcs are the rarest of all. Some believe that there
most of the surface is a blasted wasteland covered in lava flows
is no such thing as a Blue Orc. They are said to be natural leaders
and volcanoes.
and the most intelligent of all orcs. Rumor has it that the leader of
Kimon is connected to Earth and Svartalfheim by the World Pillars. the orc resistance is a Blue Orc.
More connections are suspected but unconfirmed.
soul sworDs
History Blades of incredible power, Soul Swords were crafted by the
powerful Muramasa Tribe of Oni. Made of tamahagane, they can
Little is known about Kimon. What is known is that at some point cut through nearly anything. Only enchanted items and Dwarf
in the ancient past, the noble orc civilization fell under the sway Steel can withstand their bite.
of demons and have been bound to their hellish overlords ever Soul Swords are not sentient but they do attune to their wielders.
since. However, a few tribes escaped being enslaved and now live This attunement can be felt by a new wielder and is often mistaken
in hunted exile. for an evil sentience when in reality it is merely the echoes of the
Kimon is divided into numerous warring shogunates all vying to sit evil deeds committed with the blade.
upon the Jaaku Throne. The throne is mainly a status symbol as
the demons are the true rulers of Kimon. cyborc
After the Shearing, many orcs embraced human technology and
orc tribes used it to fabricate mechanical upgrades for themselves. These
There are four distinct species of orc. cybernetically enhanced orcs or ‘Cyborcs’ are a rapidly growing
subset of the orc species.
Green Orc. These are the most common species of orc and are
usually identified simply as orcs. They are more numerous than
all the other species combined. As their name suggests, their skin
some shade of green. They are large and muscular and make up
the backbone of the orc armies.
Black Orc. These orcs are generally smaller than their Green Orc
cousins but what they lack in size they make up for in magical
power. Black Orcs are primarily the priests and sorcerers of orc

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FACTIONS AND ORGANIZATIONS
There are countless factions and organizations spread across
the worlds within the DarkEnergy Universe. A few of the more
prominent ones are listed below.

steel city GuarD


Pittsburgh Armed Forces

leaDer: General aDaMs


iMPerial orDer of warDens heaDquarters: PittsburGh, earth
Demon Hunters The city of Pittsburgh, in what was once the United States, became
known simply as the Steel City by most of its residents after the
leaDer: hiGh warDen bJorn thunDersnow Shearing. The survivors condensed the remaining police, military
personnel and combat experienced citizens into a single security
heaDquarters: warDencliff (location unknown) force. This new Guard has become the backbone of the human
defenses in and around the Steel City.
The Order of Wardens was formed over 5,000 years ago by Emperor The Steel City Guard is comprised of a corps of infantry, three tank
Hannar Orcsbane to protect, not just the dwarven Empire, but all of companies and a squadron of AC-130 gunships. There are also
Svartalfheim from the demonic Muspell and the bloodthirsty orcs numerous support vehicles and aircraft. The command center of
that summoned them. the Guard forces is the Duquesne II, a heavily armed, flying castle.
The first Wardens learned that secrecy was their strongest ally The Duquesne II is a star fort pattern castle that has been heavily
against the demons and so they became a secret order that modified with modern armaments and advanced technology. The
worked primarily from the shadows. Knowing about the Order was fortress is kept aloft by powerful gravity stones, also know as
strictly on a need-to-know basis. Usually when a team of Wardens gravity crystals, that are attached to the rocky base of the fortress
was working in a city, it was only the King or Jarl who knew they structure. The Duquese II isn’t just a military fortress but also
were there. secretly houses a powerful artefact.
The Order slowly faded into obscurity as the orcs were made
extinct and the demon attacks ceased. The ancient Wardens were
so secretive and had become a thing of myth and legend as many
don’t even believe the Order ever really existed. The Wardens of
today would like to keep it that way and are fiercely protective of
their secret order.
Today the Order of Wardens is not just made up of dwarves, but
many races as they battle demons on worlds near and far. Dwarves
and elves make up the majority of members but there is also a
large percentage of kefali and a surprising number of orcs as well.
The Order is heavily involved in aiding the orc resistance upon CHUrCH oF THe AllFATHer
their homeworld of Kimon. Wardens find fertile recruiting ground
amongst the orc resistance fighters. After training them, the new Primary Religion of the Dwarves
orc Wardens are sent back to Kimon to recruit more orcs to the
resistance and destroy the demons. leaDer: hiGh Priest
During the Shearing, a team of Wardens reached Earth and aided
a group of humans in defeating a nephilim named Anak. One heaDquarters: teMPle of oDin, holy aGartha
of those humans, Mike Strazney later became the first human
Warden in over 2,000 years. The Church of the Allfather is the only officially-recognized religion
of the Dwarven Empire. Countless cults exist upon Svartalfheim
Since the Shearing, demonic forces have increased their influence
dedicated to the numerous Æsir gods, but there is only one Church.
and are assaulting every world. The Wardens are constantly
countering demonic incursions but they are getting stretched thin. Dwarves are a pious people and they worship the Allfather above
all else.
The iconography of the Church is a dark grey banner with three,
interlocking, silver horns.

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hanDs of tyr DruiDs
Werewolf Hunters Elemental Priests
leaDer: General MorGrul leaDer: the DaGDa
heaDquarters: teMPle of tyr, niDavellir heaDquarters: PriMe GlaDe, arcaDia
The Hands of Tyr are a militaristic organization of dwarves that Druids are members of the Druidic Order. Founded in antiquity by
revere the god Tyr. the elves, they function as guardians of Nature and they believe in
Their primary objective is to hunt down and destroy werewolves. divine neutrality. Druids also commonly act as legal authorities,
They believe werewolves are the offspring of their archenemy, the adjudicators, lorekeepers, medical professionals, and political
monstrous wolf-god Fenrir. advisors.
After The Shearing, the Hands discovered the animalistic kefali The Druids are very secretive about their Order and only those that
race and numerous variants of were-creature. They see all of prove themselves worthy are admitted in.
these as abominations and work tirelessly against any Bitten or An emerald green banner with its elaborate, golden tree made from
kefali. The Hands especially target members of House Cyno, with a dizzying pattern of knotwork is the symbol of the Druidic Order.
particular emphasis on the wolf-like Warg.
Their symbol is a white banner with the bloody right-handprint.

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.

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Battlemages Templar Orders
The elves have a long history of training mages specifically for Individuals with immense powers for protecting others
combat. These Battlemages are masters of arcane destruction often find themselves in one of the Templar orders.
and protection. Few creatures could stand against a fully trained GUARDIAN - Dwarven devotees of Thor are known as Guardians.
Battlemage and live to tell the tale. They harness their Svalinn Fields to protect their allies and use the
thunderous powers of Thor to smite their enemies.
Scadians PALADIN - Elven knights that have trained in the art of defeating
The Scadians were originally human survivors of the Shearing the Shadow are known as Paladins. They are the holy warriors of
that had been members of the SCA. Since then the Scadians have the elves and use their skills to bring the Light to every world.
formed their own community. Scadians make up the vast majority SENTINEL - The kefali Sentinels boast a proud heritage of
of human warriors after the Shearing due to their knowledge of defeating evil and guarding the most precious relics of the Ma’at.
medieval combat and tactics.
PRESERVER - Few in number, but among the bravest of the free
Armored Combat leagues orcs, Preservers are the thorn in the side of Kimon’s demon lords.
They zealously seek the freedom of their race and banishment of
Various leagues of armored combatants existed on Earth before the demons.
the Shearing. But what was once a human hobby, has become
an important skill that catapulted these members into the elite Armed Forces
warriors of humanity.
After the Shearing, the militaries of Earth are a scattered and broken
Police Forces thing. Some have survived better than others but none survived
unscathed. With countries and borders in disarray, those with
Each race has its own way of maintaining law and order. soldiers under their command have taken it upon themselves to
EARTH: For the humans of Earth, whatever laws were in effect either maintain their sworn duty or to seize power for themselves.
before the Shearing are mainly still adhered to and enforced by
local police or in some cases military personnel. Cult of Fenrir
GAIA: On Gaia, each elven city/state maintains is own autonomy Dwarves that worship the wolf god Fenrir. Every member has been
and laws. Those laws are enforced by Arbiters, a specially trained purposefully cursed with WereDisease and is a werewolf. They are
organization of peacekeepers. few in number and are mercilessly hunted by the Hands of Tyr.
SVARTALFHEIM: The dwarves are an orderly society and need very
little in the way of a police force. When conflicts arise, it is the job
of a Judge to determine the outcome. If the Judge cannot settle
the conflict, it then passes to the local lord or clan chief for a final
ruling.
NIBIRU: Marshals are the law keepers of Nibiru. But each House
has its own traditions and laws that make upholding them
difficult. It is the job of the Marshal to know each Houses laws
and to maintain a fair and balanced society as the Ma’at intended.
Due to their important function in keeping a well-ordered society,
Marshals are held in the highest esteem.
If the Marshals cannot resolve an issue or it expands into a
large-scale conflict, then the Peacekeepers are called in. The
Peacekeepers are a militaristic organization based in the golden
city of Kalapa. It is their sworn duty to maintain peace and order
among the peoples of the glorious Ma’at.
KIMON: The law on Kimon is simple. Whatever a demons says
is the law until a more powerful demon says otherwise. The orcs
have Sherifu that act more as snitches and enforces than a police
force, ratting out and punishing their fellow orcs that do not adhere
to their overlord’s wishes.

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.

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CHARACTER SHEET

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