Checks within the game generally use the same dice mechanic to determine an outcome.
d20 + ability modifier + other modifiers ≥ Difficult Class Number
Other modifiers primarily come from proficiency bonuses and class features.
Each adventurer starts with the following ability scores 14, 13, 11, 10, 10, and 8. Place each score into one of six (6) abilities. Each score assigned once.
Strength governs most forms of physical exertion. From inflicting damage to a foe, to contests of might such as lifting gates and bending bars, to skill checks that require some notable measure of brute force.
Dexterity governs most forms of fine motor control. From picking a lock, firing a ranged weapon, dodging out of a fireballs blast, to skill checks that require a modicum of agility.
Constitution governs most forms of resilience, fortitude, or endurance. From resisting the effects of poison, holding one’s breath underwater, surviving the effects of a ray of frost spell, to skill checks that require some notable measure of wherewithal.
Intelligence governs most forms of critical thinking, logic and analyzing as well as the adventurer’s accumulated knowledge. From understanding the complexities of the arcane, casting a magical spell, to skill checks that require a deeper understanding or critical thinking.
Wisdom governs many forms of common sense and intuitive understanding. From recognizing an uneasy feeling that something may not be right, reading the subtle body language of a diplomat, to skills that require a modicum of gut reaction.
Charisma governs most forms of personal presence and force of will. From seducing a nobleman’s Lady, fast-talking past a guard at the gates, exerting the force of will over the arcane energies of a spell, to checks that require a modicum of personal presence.
Survival in a world full of dangers requires adventurers with quick wits and a hardy resilience. Hit points are a measure of that. They represent an amalgam of mental and physical fortitude.
An adventurer’s hit points at first level are equal to their class hit dice (maxed) + constitution modifier or charisma modifier, whichever is greater.
After first level, when an adventurer levels, they roll their class hit dice and adds either their constitution modifier or charisma modifier to that.
While many races inhabit the world, the few noted here are the most common among them.
A race, generally, includes a choice between two (2) ability scores and two (2) racial traits.
Determined and hard working, humans adapt easily any situation or environment.
+1 to any three (3) different ability scores.
Adapt — Gain two (2) skill focuses.
+1 to Strength or +1 to Wisdom; +1 to Constitution
Darkvision — A dwarf views dark areas as though they were dim areas, this allows them to see in the dark albeit at a disadvantage on skill checks for Perception.
Hardy — A dwarf gains an advantage on ability saves to resist poison.
+1 to Intelligence or +1 to Charisma; +1 Dexterity
Traceless Step — Some elfs leave no footprints. This ability imposes disadvantage on anyone attempting to track the elf.
Ancient Knowledge — An elf’s long life gives them an unique understanding of the world. This grants them advantage on skill checks involving forbidden lore.
+1 to any ability score; +1 to Charisma
Traceless Path — Some half-elves can attempt to leave no footprints for 24 hours (charisma check, DC average). If successful, this ability imposes disadvantage on anyone attempting to track the half-elf.
Adaptation — Gain one (1) skill focus.
+1 to Constitution or +1 to Charisma; +1 Dexterity
Lucky — A hobbit is innately lucky. They can re-roll any natural one (1) on an ability check that uses either of the two (2) ability bonus’ chosen above.
Charming — A hobbit’s likeable nature grants them advantage on skill checks to Influence others who can understand them.
+1 to Dexterity or +1 to Wisdom; +1 Intelligence
Low-light Vision — A gnome views dim areas as though they were a bright areas, this removes having disadvantage from skill checks to perception into a dim areas.
Arcane Aptitude — A gnome’s innate magical nature gives them a richer understanding of magic energies. This nature grants them advantage on skill checks to recognize a spell or spell effect.
This are alternate racial traits for the races listed above.
A class is a package of class features and skill focuses that define the class. The core classes should be unique to other core classes and enjoy a fair bit of niche protection.
Fighters face the world armed, armored and ready for combat. They are master at all things martial. While other classes can fight, none comes as close to the mastery that the fighter displays.
This is the core class.
This is a subcore class
This is a subcore class
Magic-users harnesses the power of arcane energies to affect the world around them.
This is the core class.
This is a subcore class.
This is a subcore class.
Specialists get by with their wits and just a little bit of luck.
This is the core class
This is a subcore class.
This is a subcore class.
Cultist are followers of the world’s religions. They bring the faith of their chosen god to the masses. They represent the will (good or bad) and sometimes the hand of their chosen faith.
This is the core class.
This is a subcore class
This is a subcore class.
Backgrounds give an adventurer a life before their adventuring career. Perhaps they had a profession or lived a secret life. Backgrounds may include life events that shaped how the adventurer view the world and others.
Backgrounds give three (3) skill focuses and a minor trait or four (4) skill focuses.
Knowledge is the great equalizer and empowerment of man. You understood this and hungered it, devouring every bit you could find. Soon people came to you for advice and esoteric knowledge that you committed to memory. Then something changed. Perhaps the thrill of hearing about something new and exciting just was not enough. You had to see it for yourself and decided to do something about it.
Social rank,status, wealth, you had it or perhaps you still do. Either way, on that fateful day you made the choice to strike out and adventure in the greater world. Was it boredom or did you lose your nobility, perhaps it was stripped from you. Whatever it was, you cannot deny that your life is richer now.
Long before you began your career as an adventurer, you had another life. A life where you worked, perhaps, for some powerful people. They had you secretly watch others, collect and steal information for them and maybe even kill for them. Only you know why you left that life or maybe you didnt.
The high seas are for you. The roar of the waves crashing against the rocks and a rolling ship are what you rock you to sleep at night. You spend your early days perhaps aboard a trading vessel or you were a raider that piled your trade along the some coast.
It was a paying job, but was the pay worth the risk? Perhaps it was that realization that spurred you into the life of an adventurer. Perhaps things did not turn out so well with your last employer.
Carpenter, blacksmith, cooper, tailor, or something else. You plied a trade in a village or town. Perhaps the call of the wild or the rush adrenaline led you to your new career. Maybe it was all of those other adventurers that commissioned work from you and their stories that drove you to make your way out into the world.
Feats are a package of changes that alter classes to help fully realize a character concept. They may include replacement of class features and/or narrow specializations.
Not all feats are helpful to every class.
There are two (2) types of spells, arcane and divine.
Arcane spells, derived from the discipline of a trained mind, require practice and repetition to master and control. However, there are individuals that exhibit a natural aptitude for controlling and manipulation arcane energies.
Divine spells, derived from the favor of a god or cosmic force, require obedience and devotion of the caster. Divine casters are beholden to their patron to grant them with their spells.
Spells fall into one of six (6) schools.
Spells never have broad overreaching effects or infringe on other classes abilities without some decisive drawback.
Each spell uses an ability score modifier to calculate ability saves or if an attack is required, modifiers for a to-hit roll.
Schools of magic have a default ability score modifier associated with them if one within the spell description does not.
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing.
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Weaving a complex web about themselves, the magic-user sheaths his body in a thin layer of magical runes that deflect damage away from them.
The magic-user’s body is covered in magical runes that grant their charisma modifier in damage resistance. The complexity of this arcane energy is such that wearing any armor disrupts the web and collapses it.
Conjuration spells focus on instantaneous transportation, conjuring manifestations of creatures, energy or objects, and object creation.
Necromancy spells involve death, undeath, and the manipulation of life energy.
Beseeching their chosen one, the cleric’s body is charged with positive energy that, with a simple touch of the hand, heals both physical injury and infuses the target with a renewed inner fortitude.
The target’s hit points increase by two (2) class hit dice plus either constitution or charisma modifier (whichever is greater) hit points are restored.
Adventuring is a demanding life and most adventurers are hardy individuals capable of many things required to survive. Given enough time and resources, they can achieve whatever they set out to do. However, there comes a time when every adventurer faces a skill challenge that has a significant chance of failure.
From picking a complex lock while under arrow fire, kicking down an iron-bound door as an approaching boulder threatens the party, to fast talking a tavern wench to hide you from the chasing guards and many like it all require a skill check to determine the outcome.
When making a skill check, the player rolls a 20-sided die, adds an ability modifier, and any appropriate skill focuses.
d20 + ability modifier + skill focus ≥ DC Number
While many skills seemingly map to a specific ability, please note that there are some skills useable by many different abilities. For example, strength might be used when climbing with a heavy load shouldered, while climbing a wet slick surface might require dexterity or constitution for a climb that is not particularly hard but awfully long.
Adventurers all take extra time to acquaint themselves better with specific actions or skills. This extra time spent reflected in the form of a skill focus, a narrowly defined action an adventurer is likely to take. A skill focus grants the adventurer their proficiency on rolls involving that specific action or skill.
Some classes and all backgrounds grant an adventurer skill focuses.
Athletics, Arcane, Endurance, Faith, Lore, Influence, Perception, Sense Motive, Stealth, Survival, Thievery
Equipment covers anything that an adventurer would need to succeed in wild. From survival gear to armor and implements of death. Adventurers seek every advantage.
Adventuring gear enables a skill or task performable or enables an advantage to a skill or task.
Lock picks — Enables a chance to pick a lock. An adventurer without the Thievery skill focus, makes the skill check with disadvantage. An adventurer with the skill focus, makes the skill check normally, and if the adventurer is also a Specialist class, makes the skill check with advantage.
Reagent Pouch — This pouch contains many different types of consumable mundane spell components which an adventurer, while adventuring, takes their time and keeps the pouch stocked.
If the component is common, the pouch always has a bit of it ready. If the component is uncommon, roll a d6 and on a roll of one (1) the pouch fails to have the needed component. If the component is rare, a roll of one (1) or (2) on a d6 means the pouch is empty of the wanted component.
Armor helps you to survive combat and other forms of damage.
Armor does not make you harder to-hit, it makes you harder to damage. Armor grants Damage Resistance (DR) to an adventurer.
Light armor allows an adventurer to add their reaction modifier to their armor class.
Heavy armor allows an adventure to add their hardness to the damage resistance of the armor.
Shields add damage resistance to and adventurer’s overall damage resistance, but can be batted away or ignored by some implements of death.
An Implement of Death help the adventurer defeat the protection that armor affords and enable you to slay your foes.
A weapon scores a critical hit on a roll of twenty (20) on the 20-sided die. After adding all other attack modifiers, if the attack equal or exceeds the target’s armor class, a critical hit is successful. If the attack is less than the target’s armor class, the hit is a normal one with damage rolled normally even if the attack would not have normally hit at all.
To roll critical hit damage, maximize all dice for the normal damage expression, and then roll one (1) more weapon die and add it to the maximize total.
A fighter, with a strength modifier of +3, critical hits with a long blade. Scoring a critical hit with the long blade lets the fighter deal 8 (maximized d8 weapon die) + 3 (the fighter’s strength modifier) + d8 (the extra weapon die, which is rolled).
If a weapon uses two (2) different dice to calculate damage, use the larger of the two (2).
A weapon can have one or more properties. All properties apply to the weapon unless stated otherwise. If a property cancels out another property on the same weapon, drop the cancelling property from the weapon. Some properties will apply to whole weapon sets. The property’s listing does not appear under a heading in the table and considering present.
Blades ignore a number of damage resistance, equal to an adventurer’s combat proficiency, when used against light armor or natural hides.
|Great Blade||2 HD||2d6||d10|
|Bastard Blade||1 HD||d10||d8||versatile|
|Long Blade||1 HD||d8||d8||deadly|
|Short Blade||1 HD||d6||d6||bleed, light|
|Dagger||1 HD||d4||d4||bleed, light, thrown|
|Battle Axe||1 HD||d10||d8||versatile|
|Hand Axe||1 HD||d6||d6||light|
|Throwing Axe||1 HD||d6||d6||light, thrown|
Bows have the bleed property. All bows require both hands to operate.
Polearms have the property Reach (2).
|Short Spear||1 HD||d6||d6||thrown, versatile|
|Long Spear||2 HD||d8||d8||charge|
Bludgeoning weapons ignore a number of damage resistance, equal to an adventurer’s combat proficiency, when used against heavy armor or thick hide.
|Morningstar||1 HD||d6||d6||ignore shield|
|Flail||2 HD||d8||d8||ignore shield|
Magical items provide unique or interesting abilities only. They never provide a simple additive modifier bonus. Changing an ability score or proficiency to a new value or granting a class feature is acceptable for some ideas. Items that have different effect for different classes is encouraged.
Some magical items are powerful relics tied to strong arcane forces and steeped in rich history. these objects require more investments in time and force of will to use or wield. An adventurer can attune or bond a number of these magical objects equal to their charisma modifier (minimum 1).
Magical items are normally uncommon or rare although there are a few common items. The most powerful are legendary and the most powerful of those are mythical. Most magical items are very expensive to priceless and to find a buyer other than a king or an extremely rich noble is difficult.
A sample list of magical items.
Most consumable magical items fall into this category.
Potion of Healing — A magical liquid, charged with the positive energy of a god or cosmic force, that heals both physical injury and infuses the imbiber with a renewed inner fortitude. Upon quaffing a potion of healing, two (2) class hit dice plus either constitution or charisma modifier (whichever is greater) hit points are restored.
Potion of Climbing —
Magical Weapons — These magically enchanted weapons generally change one aspect of the weapon, i.e. increasing its critical range by one or a making a weapon return after thrown.
Magical Armor — These magically enchanted armors generally have one aspect of them changed.
Flametongue [attunement] — This long blade houses a fire elemental within its steel blade. An adventurer, who has attuned the Flametongue, can spend one (1) of their hit die to activate its power. Upon spending the hit dice, Flametongue’s steel blade bursts into a blade of living flame and inflicts fire damage as well as the long blade’s damage.
Cloak of Elvenkind —
Bracers of Defense [attunement]— Created by a wizard, bracers of defense provide the greatest benefit to a those in focus in the study of the arcane energies. When worn by a magic-user, the bracers of defense allow attunement and when attuned, provide damage resistance equal to the magic-user’s charisma modifier. If the bracers of defense are worn by a non-magic-user, they cannot be attuned and simply provide a damage resistance of one (1) to a non armor wearing adventurer.
Ring of Protection [attunement] — This magical ring helps to protect the wearer from a specific type of damage. While most rings of protection protect from fire, cold, electrical, radiant, necrotic, psychic, or force effects, there is a rarer version of the ring that protects against hacking, stabbing and bludgeoning damage. Wearing a ring of protection grants the wearer advantage when making a saving throw or adds damage resistance against a type of damage.
Bag of Holding — This plain looking small sack hides its magical nature. A bag of holding is much larger on the inside that than outside. At capacity, a bag of holding will hold a total or 300 cubic feet of material while retaining its outer appearance of a small sack. With a bag of holding at capacity, it still only weighs a maximum of 15 lbs.
Boots of Springing and Striding —
Cloak of the Spider —
The Flying Carpet [attunement] — Upon command, this rug will unroll from its stored state and rise from the ground and hover 20 feet off the ground as long as no more than 300 pounds is upon it.
Through the attuned owner’s force of will, the flying carpet moves forward at a rate of 30 feet per round or 300 feet per turn.
If someone other than the attuned owner attempts to command the flying carpet, they must make a charisma check against a DC derived from the attuned owner’s level plus the their charisma modifier. Success means the flying carpet obeys their command.
Gauntlets of Ogre Power [attunement] — These gauntlets change the wearer’s strength score to 18 for the purposes of Contests of Might. If the wearer is also a fighter archetype, the new strength score is 22 and is applied to all strength based tests, not just Contests of Might.
Robe of Useful Things —
Girdle of Giant Strength [attunement] — This magical girdle changes the wearer’s strength score to 22 for the purposes of Contests of Might and makes them proficient in throwing boulders up to 200 lbs. in weight. If the wearer is also a fighter archetype, the new strength score is 24 and is applied to all strength based tests, not just Contests of Might.
Vorpal Blade [attunement] — This bastard blade favors dismemberment. If wielded by someone proficient in its use scores a successful critical hit, the blade has a 50% chance of dismembering its foe. There is a 75% chance this dismemberment kills the foe outright, otherwise the victim receives the critical damage and loses a random limb.
Rod of Lordly Might —
Staff of the Archmage —
Hammer of Thunderbolts —