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Flıcker Inn

Rules reference

A classic d20 system: roll d20 + attribute modifier + skill rank against a Difficulty Class, with advantage, disadvantage, partial successes and critical hits. Six attributes, 21 skills, 12 classes, Mana-powered spells and five genre packs.

On this page
  • Core mechanic
  • Attributes
  • Skills
  • Hit Points & resources
  • Classes
  • Backgrounds
  • Talents
  • Spells
  • Conditions
  • Equipment
  • Levels & XP
  • Genres

Core mechanic

When the outcome of an action is uncertain, the Game Master calls for a check. The dice are rolled openly and the result is shown the result before the story continues.
Ability checks

1d20 + attribute modifier + skill rank ≥ DC

Roll a d20, add the relevant attribute modifier and your rank in the skill (if any), plus any other modifiers. Meet or beat the Difficulty Class (DC) to succeed. Attack rolls work the same way against the target’s Armor Class (AC).

Example — sneaking past a guard
14 + DEX 3 + Stealth 2 = 19 vs DC 15 → success
DifficultyDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30
Advantage & disadvantage

Advantage: roll 2d20 and keep the higher (2d20kh1). Disadvantage: roll 2d20 and keep the lower (2d20kl1). They don’t stack — any advantage and disadvantage cancel out.

Critical success

A natural 20 on the d20 is a critical success: it works brilliantly. On an attack it’s a critical hit — roll the damage dice twice.

Critical failure

A natural 1 is a critical failure: the action fails with a complication. An attack on a natural 1 always misses.

Partial success

Missing the DC by 3 or less is a partial success: you succeed, but at a cost — a hard choice, lost time or a consequence.

Attributes

Six attributes describe every character. Each is a modifier from -1 to +5 that you add to related checks and saves.
STRStrength

Physical power. Lifting, pushing, climbing, jumping and hitting hard in melee.

Skills: Athletics, Melee

DEXDexterity

Agility, reflexes and balance. Dodging, sneaking, aiming and fine handwork. Adds to Armor Class and initiative.

Skills: Acrobatics, Stealth, Sleight of Hand, Ranged

CONConstitution

Health, stamina and toughness. Adds to Hit Points; resists poison, disease and exhaustion.

Skills: Endurance

INTIntelligence

Reasoning, memory and learning. Recalling lore, solving puzzles, working machines and studied magic.

Skills: Arcana, History, Investigation, Nature, Technology

WISWisdom

Awareness, intuition and willpower. Noticing things, reading people, surviving outdoors and divine or natural magic.

Skills: Insight, Medicine, Perception, Survival, Animal Handling

CHACharisma

Force of personality. Persuading, lying, performing, intimidating and innate magic.

Skills: Deception, Intimidation, Performance, Persuasion

Skills

Skills are ranks from 0 to 4 that you add to checks. Each skill is tied to an attribute.
SkillAttributeDescription
AthleticsSTRClimb, jump, swim, lift, shove and grapple.
MeleeSTRAttack rolls with melee weapons and unarmed strikes. Finesse weapons may use Dexterity instead.
AcrobaticsDEXKeep your balance, tumble, dodge and escape grapples.
StealthDEXMove quietly, hide and avoid notice.
Sleight of HandDEXPick pockets, palm objects, pick locks and disarm traps.
RangedDEXAttack rolls with bows, crossbows, firearms and thrown weapons.
EnduranceCONPush through pain, hunger, cold, poison and long marches; hold your breath.
ArcanaINTKnowledge of magic, spells and magical creatures. Also used for spell attack rolls.
HistoryINTRecall events, nations, legends and old secrets.
InvestigationINTSearch for clues, deduce what happened, find hidden things by reasoning.
NatureINTKnowledge of plants, animals, weather and terrain.
TechnologyINTOperate, repair, build or hack machines, vehicles and computers.
InsightWISRead moods and intentions; tell when someone is lying.
MedicineWISTreat wounds, stabilize the dying and diagnose illness.
PerceptionWISSpot, hear and notice things; detect hidden creatures.
SurvivalWISTrack, forage, navigate and find shelter in the wild.
Animal HandlingWISCalm, train and ride animals; read their behavior.
DeceptionCHALie convincingly, bluff and wear a disguise.
IntimidationCHAThreaten, frighten or pressure someone into doing what you want.
PerformanceCHAEntertain with music, acting, storytelling or dance.
PersuasionCHAConvince, negotiate and win people over honestly.

Hit Points & resources

Derived statistics and the resources you spend and recover during play.

Derived statistics

NameFormulaDescription
Armor Class10 + DEXHow hard you are to hit. Unarmored it is 10 + DEX; worn armor and shields change it (see Equipment).
Speed30How many feet you can move on your turn (30 ft for most characters).
InitiativeDEXBonus to your initiative roll (d20 + DEX) at the beginning of combat.

Resources

Hit Points
max = 8 + CON * 2 + level * 5

How much punishment you can take before you drop. Damage reduces HP; healing restores it up to your maximum.

At 0: At 0 HP you fall unconscious and are dying. At the beginning of each of your turns make a death saving throw: roll a d20 with no modifiers. 10 or higher is a success, 9 or lower a failure. Three successes and you become stable; three failures and you die. A natural 20 means you regain 1 HP and wake up; a natural 1 counts as two failures. Taking damage while at 0 HP causes one failure (two on a critical hit). Any healing brings you back to consciousness and resets the death saves.

Recovery: Short rest (1 hour): spend Hit Dice — roll your class hit die + Constitution per die and regain that many HP (you have one Hit Die per level and regain half of them on a long rest). Long rest (8 hours): regain all HP.

Mana
max = level * 3 + max(0, max(INT, WIS, CHA)) * 2

Spell points that fuel spells. Each spell lists its Mana cost; cantrips cost 0. Characters without Spellcasting rarely have a use for Mana.

At 0: With 0 Mana you can only cast cantrips (0-cost spells).

Recovery: Short rest: regain Mana equal to your level. Long rest: regain all Mana.

Inspiration
max = 3

A reward for great roleplaying, clever ideas and heroic choices. Spend 1 Inspiration to gain advantage on a check, attack roll or saving throw before rolling, or to reroll one d20 after rolling (you must use the new roll).

Recovery: The GM awards Inspiration for playing true to your character, bold choices, teamwork and memorable moments. Everyone begins each session with at least 1.

Classes

12 classes. Your class sets your hit die, your trained skills, your starting talents and spells, and your starting kit.
Fighter
Front-line damage and defense
Hit die d10

A trained warrior who masters weapons and armor and keeps fighting long after others fall.

Primary
STR · CON
Skills
Melee +2, Athletics +1, Intimidation +1
Talents
Second Wind, Fighting Style
Starting kit
Longsword, Shield, Chain Mail, Light Crossbow, Crossbow Bolts (20), Backpack, Rations (5 days)

Signature: Second Wind: once per short rest, regain 1d10 + level HP as a bonus action. From level 2, Action Surge gives an extra action.

Guardian
Tank, protector and support healer
Hit die d10

A sworn protector whose vows grant healing hands and holy strikes. Stands between allies and harm.

Primary
STR · CHA
Spellcasting
CHA
Skills
Melee +2, Athletics +1, Persuasion +1
Talents
Lay on Hands, Protector
Spells
Bless, Cure Wounds
Starting kit
Warhammer, Shield, Chain Mail, Holy Symbol, Backpack, Rations (5 days)

Signature: Lay on Hands: a pool of 5 × level healing per long rest, spent by touch. Protector imposes disadvantage on attacks against an adjacent ally.

Rogue
Skills, stealth and burst damage
Hit die d8

A sneaky expert who strikes where it hurts and slips out of danger.

Primary
DEX
Skills
Stealth +2, Sleight of Hand +1, Ranged +1, Melee +1
Talents
Sneak Attack, Cunning Action
Starting kit
Rapier, Shortbow, Arrows (20), Dagger, Leather Armor, Thieves' Tools, Backpack

Signature: Sneak Attack: once per turn, +1d6 damage per two levels when you have advantage or an ally is adjacent to the target.

Ranger
Ranged damage, scouting and survival
Hit die d10

A tracker and hunter of the wild places, deadly with a bow and at home in the wilderness.

Primary
DEX · WIS
Spellcasting
WIS
Skills
Ranged +2, Survival +1, Perception +1
Talents
Favored Enemy, Natural Explorer
Spells
Hunter's Mark
Starting kit
Longbow, Arrows (20), Shortsword, Leather Armor, Rope (50 ft), Backpack, Rations (5 days)

Signature: Favored Enemy: advantage to track and recall facts about one creature type and +2 damage against it. Casts a few nature spells.

Barbarian
Front-line damage and toughness
Hit die d12

A fierce warrior who taps into primal fury to shrug off wounds and hit like a landslide.

Primary
STR · CON
Skills
Melee +2, Athletics +1, Endurance +1
Talents
Rage, Unarmored Defense
Starting kit
Greataxe, Handaxe, Hide Armor, Backpack, Rations (5 days)

Signature: Rage: as a bonus action, gain advantage on Strength checks, +2 melee damage and resistance to weapon damage for 1 minute.

Wizard
Area damage, control and utility magic
Hit die d6

A scholar of magic who learns spells from study and records them in a spellbook.

Primary
INT
Spellcasting
INT
Skills
Arcana +2, History +1, Investigation +1
Talents
Arcane Recovery, Ritual Casting
Spells
Fire Bolt, Mage Hand, Magic Missile, Shield, Sleep
Starting kit
Quarterstaff, Spellbook, Arcane Focus, Padded Armor, Backpack

Signature: Spellcasting (INT): the widest spell list. Arcane Recovery restores some Mana once per day on a short rest.

Cleric
Healer and support caster
Hit die d8

A priest who channels divine power to heal friends, protect the faithful and smite the wicked.

Primary
WIS
Spellcasting
WIS
Skills
Medicine +2, Insight +1, History +1
Talents
Channel Divinity, Disciple of Life
Spells
Sacred Flame, Guidance, Cure Wounds, Healing Word, Bless
Starting kit
Mace, Shield, Scale Mail, Holy Symbol, Healer's Kit, Backpack

Signature: Spellcasting (WIS) and Channel Divinity: once per short rest, Turn Undead or heal 5 × level HP split among allies.

Druid
Versatile caster and shapeshifter
Hit die d8

A guardian of nature who commands plants, weather and beasts, and can take animal form.

Primary
WIS
Spellcasting
WIS
Skills
Nature +2, Survival +1, Animal Handling +1
Talents
Wild Shape, Animal Speech
Spells
Produce Flame, Guidance, Entangle, Healing Word
Starting kit
Quarterstaff, Druidic Focus, Leather Armor, Herbalism Kit, Backpack

Signature: Wild Shape: twice per short rest, turn into a beast you have seen, using its HP and attacks.

Bard
Support, social face and jack of all trades
Hit die d8

A performer whose music and words carry real magic — inspiring allies and confounding foes.

Primary
CHA
Spellcasting
CHA
Skills
Performance +2, Persuasion +1, Deception +1, Insight +1
Talents
Bardic Inspiration, Jack of All Trades
Spells
Vicious Mockery, Minor Illusion, Healing Word, Charm Person
Starting kit
Rapier, Dagger, Leather Armor, Musical Instrument, Costume, Backpack

Signature: Bardic Inspiration: as a bonus action, give an ally a d6 to add to one check, attack or save.

Sorcerer
Raw magical damage
Hit die d6

A born spellcaster whose magic flows from their blood and can be bent and shaped at will.

Primary
CHA
Spellcasting
CHA
Skills
Arcana +2, Intimidation +1, Deception +1
Talents
Font of Magic, Draconic Resilience
Spells
Force Blast, Light, Burning Hands, Magic Missile
Starting kit
Light Crossbow, Crossbow Bolts (20), Dagger, Arcane Focus, Backpack

Signature: Metamagic: from level 3, spend extra Mana to quicken or twin your spells. Font of Magic turns HP into Mana.

Monk
Mobile skirmisher
Hit die d8

A disciplined fighter who turns body and inner energy (ki) into lightning-fast strikes.

Primary
DEX · WIS
Skills
Melee +2, Acrobatics +1, Athletics +1
Talents
Unarmed Fighter, Flurry of Blows
Starting kit
Quarterstaff, Dagger, Traveler's Clothes, Backpack, Rations (5 days)

Signature: Ki & Flurry of Blows: spend 1 Mana (ki) after attacking to make two extra unarmed strikes; unarmored AC is 10 + DEX + WIS.

Engineer
Gadgets, ranged support and repairs
Hit die d8

An inventor and mechanic who builds turrets, drones and gadgets — and fixes whatever breaks.

Primary
INT · DEX
Skills
Technology +2, Investigation +1, Ranged +1
Talents
Deploy Turret, Gadgeteer
Starting kit
Light Crossbow, Crossbow Bolts (20), Handaxe, Studded Leather, Tinker's Tool Kit, Turret Kit, Backpack

Signature: Turret: deploy an automated turret that shoots (1d8 + INT) as your bonus action; build single-use gadgets each long rest.

Backgrounds

Your background is who you were before adventuring: extra skill ranks, a feature and some gear.
Soldier

You served in an army, militia or mercenary company.

Skills: Athletics +1, Intimidation +1

Feature: Military Rank: soldiers of your former unit or allied forces recognize your rank and will offer shelter, gossip and small favors.

Starting kit: Dagger, Traveler's Clothes, Rations (5 days)

Scholar

You spent years in libraries, academies or labs.

Skills: History +1, Investigation +1

Feature: Researcher: when you don't know a fact, you know where to find it — a library, archive or expert — and can usually gain access.

Starting kit: Journal and Ink, Traveler's Clothes, Purse (15 gp)

Criminal

You lived outside the law as a thief, smuggler or fixer.

Skills: Deception +1, Stealth +1

Feature: Criminal Contact: you have a reliable contact in the underworld who can pass messages, fence goods and find shady help.

Starting kit: Thieves' Tools, Dagger, Purse (15 gp)

Noble

You were born into wealth, title and obligation.

Skills: History +1, Persuasion +1

Feature: Position of Privilege: people assume you belong. You can get an audience with local nobility and officials.

Starting kit: Fine Clothes, Signet Ring, Purse (15 gp)

Artisan

You learned a trade — smithing, carpentry, tailoring, mechanics.

Skills: Technology +1, Persuasion +1

Feature: Guild Membership: your guild or trade network offers lodging, tools and introductions in most towns.

Starting kit: Tinker's Tool Kit, Traveler's Clothes, Purse (15 gp)

Outlander

You grew up far from cities, in forest, desert, tundra or wasteland.

Skills: Survival +1, Athletics +1

Feature: Wanderer: you never forget a map or landmark, and you can find food and fresh water for yourself and up to five others each day.

Starting kit: Quarterstaff, Rope (50 ft), Rations (5 days)

Acolyte

You served a temple, monastery or religious order.

Skills: Insight +1, History +1

Feature: Shelter of the Faithful: temples of your faith will heal you and give you and your companions a place to stay.

Starting kit: Holy Symbol, Traveler's Clothes, Journal and Ink

Merchant

You bought, sold and haggled your way along trade routes.

Skills: Persuasion +1, Insight +1

Feature: Trade Network: you can buy and sell at fair prices and learn what goods are scarce or cheap in a new town.

Starting kit: Trade Goods, Fine Clothes, Purse (15 gp)

Entertainer

You performed for crowds as a musician, actor, acrobat or storyteller.

Skills: Performance +1, Acrobatics +1

Feature: By Popular Demand: you can always find a place to perform, earning free food and lodging, and locals recognize you.

Starting kit: Musical Instrument, Costume, Purse (15 gp)

Sailor

You worked aboard ships — or starships — and know the life of a crew.

Skills: Athletics +1, Perception +1

Feature: Ship's Passage: you can secure free passage on a ship for yourself and your companions in exchange for work.

Starting kit: Rope (50 ft), Dagger, Fishing Tackle

Physician

You trained as a doctor, surgeon, herbalist or field medic.

Skills: Medicine +1, Nature +1

Feature: Bedside Manner: patients and their families trust you. You can find medical supplies and a place to treat the sick in any settlement.

Starting kit: Healer's Kit, Herbalism Kit, Potion of Healing

Urchin

You grew up poor and alone on the streets.

Skills: Sleight of Hand +1, Stealth +1

Feature: City Secrets: you know the alleys and rooftops; your group travels through a city twice as fast and you can find a safe place to hide.

Starting kit: Dagger, Traveler's Clothes, Map

Talents

Talents are special abilities. You start with your class talents and gain more as you level up.
126 results
Second Wind
Fighter

Once per short rest, as a bonus action, regain 1d10 + your level HP.

Fighting Style
Fighter

Choose one: Defense (+1 AC while wearing armor), Dueling (+2 damage with a one-handed weapon and nothing in the other hand) or Archery (+2 to ranged attack rolls).

Action Surge
Fighter
Level 2+

Once per short rest, take one extra action on your turn.

Improved Critical
Fighter
Level 3+

Your weapon attacks score a critical hit on a natural 19 or 20.

Extra Attack
Fighter
Level 5+

When you take the Attack action, you make two attacks instead of one.

Indomitable
Fighter
Level 9+

Once per long rest, reroll a failed saving throw. You must use the new roll.

Lay on Hands
Guardian

You have a pool of healing equal to 5 × your level per long rest. As an action, touch a creature to restore any number of HP from the pool, or spend 5 to cure a disease or poison.

Protector
Guardian

When a creature you can see attacks an ally within 5 ft of you, use your reaction to impose disadvantage on the attack roll. Requires a shield.

Divine Smite
Guardian
Level 2+

When you hit with a melee weapon, spend 2 Mana to deal an extra 2d8 radiant damage (3d8 against undead and fiends).

Extra Attack (Guardian)
Guardian
Level 5+

When you take the Attack action, you make two attacks instead of one.

Aura of Protection
Guardian
Level 6+

You and allies within 10 ft add your Charisma modifier (minimum +1) to saving throws while you are conscious.

Aura of Courage
Guardian
Level 9+

You and allies within 10 ft cannot be frightened while you are conscious.

Sneak Attack
Rogue

Once per turn, deal an extra 1d6 damage per two levels (round up) when you hit with a finesse or ranged weapon and you have advantage, or an ally is within 5 ft of the target.

Cunning Action
Rogue

On each of your turns you can Dash, Disengage or Hide as a bonus action.

Expertise
Rogue
Level 2+

Choose two skills you have ranks in; add +2 to checks with them (this can exceed the normal skill maximum).

Uncanny Dodge
Rogue
Level 5+

When an attacker you can see hits you, use your reaction to halve the damage.

Evasion
Rogue
Level 7+

When a Dexterity save would halve damage, you take no damage on a success and half on a failure.

Reliable Talent
Rogue
Level 10+

When you make a check with a skill you have ranks in, treat a d20 roll of 9 or lower as a 10.

Favored Enemy
Ranger

Choose a creature type (beasts, undead, humanoids, machines…). You have advantage on Survival checks to track them and Intelligence checks to recall facts about them, and deal +2 damage to them.

Natural Explorer
Ranger

Choose a terrain. While traveling there your group can't become lost, moves at normal pace while stealthy, and you find twice as much food when foraging.

Hunter's Prey
Ranger
Level 2+

Once per turn, when you hit a creature that is below its HP maximum, deal an extra 1d8 damage.

Extra Attack (Ranger)
Ranger
Level 5+

When you take the Attack action, you make two attacks instead of one.

Volley
Ranger
Level 7+

As an action, make a ranged attack against every creature within 10 ft of a point you can see within range.

Vanish
Ranger
Level 9+

You can Hide as a bonus action, and you can't be tracked by non-magical means unless you choose to leave a trail.

Rage
Barbarian

Twice per long rest (three times from level 6), enter a rage as a bonus action for 1 minute: advantage on Strength checks and saves, +2 melee damage, and resistance to bludgeoning, piercing and slashing damage. You can't cast spells while raging.

Unarmored Defense
Barbarian

While not wearing armor, your AC is 10 + DEX + CON. You can still use a shield.

Reckless Attack
Barbarian
Level 2+

On your first attack on your turn you can choose to attack recklessly: advantage on your melee attacks this turn, but attacks against you have advantage until your next turn.

Danger Sense
Barbarian
Level 3+

Advantage on Dexterity saves against effects you can see, such as traps and spells.

Extra Attack (Barbarian)
Barbarian
Level 5+

When you take the Attack action, you make two attacks instead of one. Your speed increases by 10 ft while not in heavy armor.

Brutal Critical
Barbarian
Level 9+

Roll one additional weapon damage die when you score a critical hit with a melee attack.

Arcane Recovery
Wizard

Once per day during a short rest, regain Mana equal to half your level (round up) plus your Intelligence modifier.

Ritual Casting
Wizard

You can cast a spell with the ritual tag without spending Mana if you take 10 extra minutes to cast it.

Sculpt Spells
Wizard
Level 2+

When you cast an area spell, choose up to 1 + the spell's Mana cost creatures; they automatically succeed on the save and take no damage.

Empowered Evocation
Wizard
Level 6+

Add your Intelligence modifier to the damage of your evocation spells.

Spell Mastery
Wizard
Level 10+

Choose one 1-Mana and one 2-Mana spell you know; you can cast them without spending Mana.

Channel Divinity
Cleric

Once per short rest, call on your deity. Turn Undead: undead within 30 ft must pass a Wisdom save or flee for 1 minute. Or Preserve Life: restore 5 × your level HP split among creatures within 30 ft.

Disciple of Life
Cleric

Your healing spells restore an extra 2 + the spell's Mana cost HP.

Blessed Healer
Cleric
Level 3+

When you cast a healing spell on someone else, you also regain 2 + the spell's Mana cost HP.

Potent Spellcasting
Cleric
Level 6+

Add your Wisdom modifier to the damage of your cantrips.

Divine Intervention
Cleric
Level 10+

Once per long rest, describe the help you need and roll a d100; if you roll your level or lower, your deity intervenes.

Wild Shape
Druid

Twice per short rest, as an action, transform into a beast you have seen (up to a wolf at level 1, a bear at level 4, a giant eagle at level 8) for up to 1 hour. You use the beast's HP and attacks; when its HP reaches 0 you return to your form with your own HP.

Animal Speech
Druid

You can communicate simple ideas with beasts and have advantage on Animal Handling checks.

Natural Recovery
Druid
Level 2+

Once per day during a short rest, regain Mana equal to your level.

Land's Stride
Druid
Level 6+

Moving through difficult natural terrain costs no extra movement, and plants can't slow or entangle you.

Elemental Wild Shape
Druid
Level 8+

Spend two uses of Wild Shape to transform into an elemental of air, earth, fire or water.

Bardic Inspiration
Bard

Charisma modifier times per long rest (minimum 1), as a bonus action, give a creature within 60 ft a d6 (d8 at level 5, d10 at level 10). Within 10 minutes it can add the die to one check, attack roll or save.

Jack of All Trades
Bard

Add +1 to any skill check using a skill in which you have no ranks.

Song of Rest
Bard
Level 2+

During a short rest, allies who hear you perform regain an extra 1d6 HP.

Font of Inspiration
Bard
Level 5+

You regain all uses of Bardic Inspiration on a short or long rest.

Countercharm
Bard
Level 6+

As an action, start a performance; until the end of your next turn you and allies within 30 ft have advantage on saves against being frightened or charmed.

Font of Magic
Sorcerer

As a bonus action, convert HP into Mana: lose 3 HP to gain 1 Mana (up to your level per long rest).

Draconic Resilience
Sorcerer

Your bloodline hardens you. +1 HP per level, and while unarmored your AC is 13 + DEX.

Quickened Spell
Sorcerer
Level 3+

Spend 2 extra Mana to cast a spell that takes an action as a bonus action instead.

Twinned Spell
Sorcerer
Level 3+

Spend extra Mana equal to the spell's cost (minimum 1) to target a second creature with a single-target spell.

Careful Spell
Sorcerer
Level 5+

Spend 1 extra Mana; choose up to your Charisma modifier creatures to automatically succeed on the spell's saving throw.

Flurry of Blows
Monk

After you take the Attack action, spend 1 Mana (your ki) to make two unarmed strikes as a bonus action.

Unarmed Fighter
Monk

Your unarmed strikes deal 1d6 damage (1d8 at level 5, 1d10 at level 10) and can use Dexterity. While unarmored, your AC is 10 + DEX + WIS.

Patient Defense
Monk
Level 2+

Spend 1 Mana to take the Dodge action as a bonus action. Your speed increases by 10 ft while unarmored.

Deflect Missiles
Monk
Level 3+

Use your reaction to reduce damage from a ranged weapon attack by 1d10 + DEX + level. If reduced to 0, you can catch the missile and throw it back.

Stunning Strike
Monk
Level 5+

When you hit with a melee attack, spend 1 Mana; the target must pass a Constitution save (DC 8 + level + WIS) or be stunned until the end of your next turn.

Diamond Soul
Monk
Level 10+

You may add your skill ranks in Endurance to every saving throw, and can spend 1 Mana to reroll a failed save.

Deploy Turret
Engineer

As an action, set up your turret kit within 5 ft. It has AC 15, HP equal to 5 × your level and lasts 1 hour. As a bonus action on each of your turns, command it to shoot: +INT + Technology to hit, 1d8 + INT damage, 60 ft range. Rebuilding it takes a short rest.

Gadgeteer
Engineer

During a long rest, build two simple gadgets (grappling launcher, smoke charge, flash charge, shock trap). Each works once as an action like the matching consumable.

Field Repair
Engineer
Level 2+

As an action, repair a machine, construct or your turret for 2d6 + INT HP. Usable a number of times equal to your INT modifier (minimum 1) per short rest.

Overcharge
Engineer
Level 3+

Once per short rest, your turret makes two attacks on its turn, or one attack deals an extra 2d8 lightning damage.

Repair Drone
Engineer
Level 5+

Build a small flying drone. As a bonus action it can heal a creature within 30 ft for 1d8 + INT HP (INT modifier times per short rest).

Armor Plating
Engineer
Level 7+

Your custom armor upgrades give you +1 AC and resistance to one damage type of your choice, chosen during a long rest.

Alert
General

+5 to initiative; you can't be surprised while conscious, and hidden creatures don't gain advantage against you.

Tough
General

Your HP maximum increases by 2 per level.

Lucky
General

Three times per long rest, roll an extra d20 on an attack, check or save and choose which d20 to use.

Sharpshooter
General

Long range doesn't give you disadvantage and you ignore half cover. Before a ranged attack you can take −5 to hit for +10 damage.

Great Weapon Fighting
General

When you roll a 1 or 2 on a damage die with a two-handed melee weapon, reroll it once. Before a heavy weapon attack you can take −5 to hit for +10 damage.

Two-Weapon Fighting
General

When you attack with a light weapon, attack with a light weapon in your other hand as a bonus action and add your attribute modifier to its damage.

Defensive Duelist
General

While wielding a finesse weapon, use your reaction to add +2 to your AC against one melee attack.

Healer
General

With a healer's kit, stabilizing gives the creature 1 HP, and as an action you can heal a creature 1d6 + 4 + its level once per short rest.

Mobile
General

+10 ft speed. Dashing ignores difficult terrain, and a creature you attack in melee can't make opportunity attacks against you this turn.

Sentinel
General

Creatures you hit with opportunity attacks stop moving. Disengaging doesn't prevent your opportunity attacks. When an adjacent enemy attacks someone else, you can attack it as a reaction.

Shield Master
General

When you take the Attack action, you can shove with your shield as a bonus action. Add your shield's AC bonus to Dexterity saves against effects that target only you.

War Caster
General

Advantage on Constitution saves to keep concentration. You can cast a spell instead of making an opportunity attack.

Magic Initiate
General

Learn two cantrips and one 1-Mana spell from any list. Your casting attribute for them is INT, WIS or CHA (choose one).

Athlete
General

+1 Strength or Dexterity (max +5). Standing up from prone costs only 5 ft of movement; climbing costs no extra movement.

Observant
General

+5 to passive Perception and passive Investigation. You can read lips.

Skilled
General

Gain 3 skill ranks spread among any skills.

Resilient
General

+1 to an attribute of your choice (max +5) and add +2 to saving throws using it.

Grappler
General

You have advantage on attack rolls against a creature you are grappling, and you can use an action to try to pin it (both of you are restrained).

Actor
General

+1 Charisma (max +5). Advantage on Deception and Performance checks when pretending to be someone else; you can mimic voices.

Inspiring Leader
General

Spend 10 minutes giving a speech; up to six allies gain temporary HP equal to your level + Charisma modifier.

Crossbow Expert
General

Ignore the loading tag on crossbows, and ranged attacks at close range don't have disadvantage.

Heavy Armor Master
General

While wearing heavy armor, reduce bludgeoning, piercing and slashing damage you take from non-magical weapons by 3.

Dungeon Delver
General

Advantage on Perception and Investigation checks to find secret doors and traps, and on saves to avoid traps.

Medium Armor Master
General

Wearing medium armor doesn't give disadvantage on Stealth, and your maximum Dexterity bonus in medium armor becomes 3.

Mounted Combatant
General

Advantage on melee attacks against unmounted creatures smaller than your mount; you can redirect attacks on your mount to yourself.

Elemental Adept
General
Level 4+

Choose acid, cold, fire, lightning or thunder. Your spells ignore resistance to it, and you treat 1s on its damage dice as 2s.

Spell Sniper
General
Level 4+

Your attack spells have double range and ignore half cover.

Savage Attacker
General
Level 4+

Once per turn, reroll a melee weapon's damage dice and use either total.

Shield Wall
Fighter

While you hold a shield, allies within 5 ft of you gain +1 AC.

Oath of Vigilance
Guardian

You can't be surprised while conscious, and you have advantage on Perception checks to keep watch.

Fast Hands
Rogue

Use Sleight of Hand, thieves' tools or an object as a bonus action.

Keen Tracker
Ranger

Advantage on Survival checks to track; you learn how many creatures passed, their size and how long ago.

Primal Howl
Barbarian

Once per short rest, howl as a bonus action: enemies within 30 ft that hear you make a Wisdom save (DC 8 + level + STR) or are frightened until the end of your next turn.

Cantrip Adept
Wizard

Learn one extra cantrip from any list; your damaging cantrips deal +1 damage.

Warding Prayer
Cleric

Reaction: when an ally within 30 ft takes damage, reduce it by 1d6 + WIS. Usable WIS modifier times per long rest (minimum 1).

Herbal Lore
Druid

During a short rest, brew a remedy that heals 1d8 HP or ends the poisoned condition. It keeps until your next long rest.

Cutting Words
Bard
Level 2+

Reaction: spend a use of Bardic Inspiration to subtract the die from a creature's attack roll, check or damage roll.

Wild Surge
Sorcerer

When you spend Mana on a spell, you may roll a d20: on a 1 a strange side effect occurs (GM's choice), on a 20 you regain 1 Mana.

Slow Fall
Monk
Level 2+

Reaction: reduce falling damage you take by 5 × your level.

Jury-Rig
Engineer

Once per short rest, as an action, make a broken device work again for 1 minute.

Quick Draw
General

Draw or stow a weapon for free, and add +2 to initiative.

Linguist
General

Learn three languages, and write ciphers others can't read without a DC 15 Investigation check.

Keen Mind
General

+1 Intelligence (max +5). You always know the hour and can recall anything you saw or heard in the past month.

Streetwise
General

Advantage on checks to find a fence, a safe house or a rumour in a town.

Iron Stomach
General

Advantage on saves against poison and disease; you can eat almost anything.

Silver Tongue
General

Once per short rest, reroll a failed Persuasion or Deception check.

Survivor
General

The first time you drop to 0 HP after a long rest, you drop to 1 HP instead.

First Aider
General

Stabilize a dying creature within 5 ft as a bonus action; allies you tend during a short rest regain 2 extra HP.

Tinkerer
General

Once per long rest, rig a simple one-use gadget from scraps: a noisemaker, a lock jammer or a small light.

Beast Friend
General

Advantage on Animal Handling checks; beasts are indifferent rather than hostile unless provoked.

Resolute
General

Advantage on saves against being frightened or charmed.

Gunslinger
General

Once per turn, reload a firearm for free, and pistols don't have disadvantage at close range.

Hacker
General

Advantage on Technology checks to break into computers, electronic locks and security systems.

Pilot
General

Advantage on checks to drive, ride or pilot; once per short rest, turn a crash into a rough landing.

Sea Legs
General

You never lose your footing on a moving deck, swim at full speed and hold your breath for 10 minutes.

Scavenger
General

Searching ruins or wreckage, you find something useful more often; a DC 10 Survival check finds a day's food and water in the wastes.

Dual Wielder
General
Level 4+

+1 AC while you hold a weapon in each hand, and you can fight with two one-handed weapons that aren't light.

Mage Slayer
General
Level 4+

Advantage on saves against spells cast within 5 ft of you; when a creature within 5 ft casts a spell, you can attack it as a reaction.

Polearm Master
General
Level 4+

Bonus action: strike with the butt of a polearm for 1d4; creatures entering your reach provoke an opportunity attack.

Spells

Spells cost Mana (cantrips cost 0). The level shown is the minimum character level to learn the spell.
101 results
Chill Touch
Cantrip
NecromancyLevel 1+120 ft1d8

A ghostly hand grips the target. On a hit, 1d8 necrotic damage and it can't regain HP until your next turn.

Spell attack: d20 + INT + Arcana vs AC

Wizard · Sorcerer

Druidcraft
Cantrip
TransmutationLevel 1+30 ft

Small nature tricks: predict tomorrow's weather, make a flower bloom, light or snuff a small flame.

Druid

Fire Bolt
Cantrip
EvocationLevel 1+120 ft1d10

Hurl a mote of fire. On a hit, 1d10 fire damage; flammable objects ignite.

Spell attack: d20 + INT + Arcana vs AC

Wizard · Sorcerer

Force Blast
Cantrip
EvocationLevel 1+120 ft1d10

A crackling beam of raw magic. On a hit, 1d10 force damage.

Spell attack: d20 + CHA + Arcana vs AC

Sorcerer · Bard

Guidance
Cantrip
DivinationLevel 1+touch

Concentration, up to 1 minute. The target adds 1d4 to one ability check of its choice.

Cleric · Druid

Light
Cantrip
EvocationLevel 1+touch

An object glows with bright light out to 20 ft for 1 hour.

Wizard · Cleric · Bard · Sorcerer

Mage Hand
Cantrip
ConjurationLevel 1+30 ft

A floating spectral hand that can lift up to 10 pounds, open doors and fetch items for 1 minute.

Wizard · Bard · Sorcerer

Mending
Cantrip
TransmutationLevel 1+touch

Repair a single break or tear in an object: a broken chain link, a torn cloak, a cracked lens.

Wizard · Cleric · Druid · Bard · Sorcerer

Message
Cantrip
TransmutationLevel 1+120 ft

Whisper a message to a creature you can see; only it hears you, and it can whisper back.

Wizard · Bard · Sorcerer

Minor Illusion
Cantrip
IllusionLevel 1+30 ft

Create a sound or a small still image for 1 minute. An Investigation check against your spell DC reveals it.

Wizard · Bard · Sorcerer

Produce Flame
Cantrip
ConjurationLevel 1+30 ft1d8

A flame in your palm sheds light; you can hurl it for 1d8 fire damage on a hit.

Spell attack: d20 + WIS + Arcana vs AC

Druid

Ray of Frost
Cantrip
EvocationLevel 1+60 ft1d8

A beam of cold. On a hit, 1d8 cold damage and the target's speed drops by 10 ft until your next turn.

Spell attack: d20 + INT + Arcana vs AC

Wizard · Sorcerer

Resistance
Cantrip
AbjurationLevel 1+touch

Concentration, up to 1 minute. The target adds 1d4 to one saving throw of its choice.

Cleric · Druid

Sacred Flame
Cantrip
EvocationLevel 1+60 ft1d8

Radiant fire descends on a creature. It takes 1d8 radiant damage on a failed save; cover doesn't help.

Saving throw: DEX (DC 8 + level + casting)

Cleric

Shocking Grasp
Cantrip
EvocationLevel 1+touch1d8

Lightning from your hand. On a hit, 1d8 lightning damage (advantage against targets in metal armor) and the target can't take reactions until its next turn.

Spell attack: d20 + INT + Arcana vs AC

Wizard · Sorcerer

Spare the Dying
Cantrip
NecromancyLevel 1+touch

A creature at 0 HP becomes stable.

Cleric · Druid

Thorn Whip
Cantrip
TransmutationLevel 1+30 ft1d6

A thorny vine lashes out. On a hit, 1d6 piercing damage and you pull the target up to 10 ft closer.

Spell attack: d20 + WIS + Arcana vs AC

Druid

Toll the Dead
Cantrip
NecromancyLevel 1+60 ft1d8

A mournful bell tolls. On a failed save the target takes 1d8 necrotic damage (1d12 if it is already wounded).

Saving throw: WIS (DC 8 + level + casting)

Cleric · Wizard

Vicious Mockery
Cantrip
EnchantmentLevel 1+60 ft1d4

Insults laced with magic. On a failed save the target takes 1d4 psychic damage and has disadvantage on its next attack roll.

Saving throw: WIS (DC 8 + level + casting)

Bard

Animal Friendship
1 Mana
EnchantmentLevel 1+30 ft

A beast that fails the save is charmed by you for 24 hours.

Saving throw: WIS (DC 8 + level + casting)

Druid · Ranger · Bard

Bane
1 Mana
EnchantmentLevel 1+30 ft

Concentration, up to 1 minute. Up to three creatures that fail the save subtract 1d4 from attack rolls and saving throws.

Saving throw: CHA (DC 8 + level + casting)

Cleric · Bard

Bless
1 Mana
EnchantmentLevel 1+30 ft

Concentration, up to 1 minute. Up to three creatures add 1d4 to attack rolls and saving throws.

Cleric · Guardian

Burning Hands
1 Mana
EvocationLevel 1+15 ft cone3d6

A sheet of flame. Creatures in the cone take 3d6 fire damage on a failed save, half on a success.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Sorcerer

Charm Person
1 Mana
EnchantmentLevel 1+30 ft

A humanoid that fails the save (with advantage if you are fighting it) is charmed by you for 1 hour and regards you as a friendly acquaintance. It knows it was charmed afterward.

Saving throw: WIS (DC 8 + level + casting)

Wizard · Bard · Sorcerer · Druid

Command
1 Mana
EnchantmentLevel 1+60 ft

Speak a one-word command (Halt, Flee, Drop, Grovel, Approach). On a failed save the target obeys on its next turn.

Saving throw: WIS (DC 8 + level + casting)

Cleric · Guardian

Comprehend Languages
1 Mana
DivinationLevel 1+self

For 1 hour you understand any spoken or written language. Can be cast as a ritual.

Wizard · Bard · Sorcerer

Cure Wounds
1 Mana
EvocationLevel 1+touch

A creature you touch regains 1d8 + your casting modifier HP. +1d8 per extra Mana.

Cleric · Druid · Bard · Guardian · Ranger

Detect Magic
1 Mana
DivinationLevel 1+self (30 ft)

Concentration, up to 10 minutes. Sense magic within 30 ft and learn its school. Can be cast as a ritual.

Wizard · Cleric · Druid · Bard · Sorcerer · Guardian · Ranger

Disguise Self
1 Mana
IllusionLevel 1+self

Change how you look, including clothing and gear, for 1 hour. Investigation against your spell DC sees through it.

Wizard · Bard · Sorcerer

Ensnaring Strike
1 Mana
ConjurationLevel 1+self1d6

Bonus action. The next time you hit with a weapon, thorny vines grip the target: on a failed save it is restrained and takes 1d6 piercing damage each turn.

Saving throw: STR (DC 8 + level + casting)

Ranger

Entangle
1 Mana
ConjurationLevel 1+90 ft

Concentration, up to 1 minute. Grasping plants fill a 20 ft square; creatures there that fail a save are restrained. The area is difficult terrain.

Saving throw: STR (DC 8 + level + casting)

Druid · Ranger

Faerie Fire
1 Mana
EvocationLevel 1+60 ft

Concentration, up to 1 minute. Creatures in a 20 ft cube that fail the save glow; attacks against them have advantage and they can't benefit from being invisible.

Saving throw: DEX (DC 8 + level + casting)

Druid · Bard

Feather Fall
1 Mana
TransmutationLevel 1+60 ft

Reaction when you or up to five creatures fall: they drift down gently for 1 minute and take no falling damage.

Wizard · Bard · Sorcerer

Fog Cloud
1 Mana
ConjurationLevel 1+120 ft

Concentration, up to 1 hour. Thick fog fills a 20 ft radius; the area is heavily obscured.

Wizard · Druid · Ranger · Sorcerer

Goodberry
1 Mana
TransmutationLevel 1+touch

Ten magic berries appear; eating one restores 1 HP and feeds a creature for a day.

Druid · Ranger

Healing Word
1 Mana
EvocationLevel 1+60 ft

Bonus action. A creature you can see regains 1d4 + your casting modifier HP.

Cleric · Druid · Bard

Heroism
1 Mana
EnchantmentLevel 1+touch

Concentration, up to 1 minute. A willing creature can't be frightened and gains temporary HP equal to your casting modifier at the start of each of its turns.

Bard · Guardian

Hex
1 Mana
EnchantmentLevel 1+90 ft

Bonus action, concentration, up to 1 hour. Your hits against the target deal an extra 1d6 necrotic damage, and it has disadvantage on checks with one attribute you choose.

Sorcerer · Wizard

Hunter's Mark
1 Mana
DivinationLevel 1+90 ft1d6

Bonus action, concentration, up to 1 hour. Mark a creature: your weapon hits against it deal an extra 1d6 damage and you have advantage on Perception and Survival checks to find it.

Ranger

Inflict Wounds
1 Mana
NecromancyLevel 1+touch3d10

Your touch withers flesh. On a hit, 3d10 necrotic damage.

Spell attack: d20 + WIS + Arcana vs AC

Cleric

Mage Armor
1 Mana
AbjurationLevel 1+touch

An unarmored creature's AC becomes 13 + DEX for 8 hours.

Wizard · Sorcerer

Magic Missile
1 Mana
EvocationLevel 1+120 ft3d4+3

Three glowing bolts of force strike targets you choose automatically, each dealing 1d4 + 1 force damage. +1 bolt per extra Mana spent.

Wizard · Sorcerer

Protection from Evil
1 Mana
AbjurationLevel 1+touch

Concentration, up to 10 minutes. Fiends, undead, fey and other otherworldly creatures have disadvantage on attacks against the target and can't charm, frighten or possess it.

Cleric · Guardian · Wizard

Sanctuary
1 Mana
AbjurationLevel 1+30 ft

Bonus action. For 1 minute, a creature that wants to attack the warded target must first pass a Wisdom save or pick another target. Ends if the warded creature attacks.

Cleric

Shield
1 Mana
AbjurationLevel 1+self

Reaction when you are hit or targeted by Magic Missile: +5 AC until the beginning of your next turn, including against the triggering attack.

Wizard · Sorcerer

Sleep
1 Mana
EnchantmentLevel 1+90 ft

Creatures in a 20 ft radius with a combined 5d8 HP or less, lowest first, fall unconscious for 1 minute or until damaged or shaken awake.

Wizard · Bard · Sorcerer

Thunderwave
1 Mana
EvocationLevel 1+15 ft cube2d8

A wave of thunder. Creatures take 2d8 thunder damage and are pushed 10 ft on a failed save; half damage and no push on a success.

Saving throw: CON (DC 8 + level + casting)

Wizard · Druid · Bard · Sorcerer

Witch Bolt
1 Mana
EvocationLevel 1+30 ft1d12

A crackling beam of lightning. On a hit, 1d12 lightning damage; while you concentrate, your action each turn deals 1d12 again automatically.

Spell attack: d20 + INT + Arcana vs AC

Wizard · Sorcerer

Aid
2 Mana
AbjurationLevel 2+30 ft

Up to three creatures gain +5 to their current and maximum HP for 8 hours.

Cleric · Guardian

Blur
2 Mana
IllusionLevel 2+self

Concentration, up to 1 minute. Your outline wavers; attacks against you have disadvantage.

Wizard · Sorcerer

Darkness
2 Mana
EvocationLevel 2+60 ft

Concentration, up to 10 minutes. Magical darkness fills a 15 ft radius; normal vision can't see through it.

Wizard · Sorcerer

Enhance Ability
2 Mana
TransmutationLevel 2+touch

Concentration, up to 1 hour. The target has advantage on checks with one attribute of your choice.

Cleric · Druid · Bard · Sorcerer

Hold Person
2 Mana
EnchantmentLevel 2+60 ft

Concentration, up to 1 minute. A humanoid that fails the save is paralyzed. It repeats the save at the end of each of its turns.

Saving throw: WIS (DC 8 + level + casting)

Wizard · Cleric · Druid · Bard · Sorcerer

Invisibility
2 Mana
IllusionLevel 2+touch

Concentration, up to 1 hour. A creature becomes invisible until it attacks or casts a spell.

Wizard · Bard · Sorcerer

Knock
2 Mana
TransmutationLevel 2+60 ft

A lock, bar or seal you can see opens with a loud knock heard 300 ft away.

Wizard · Bard · Sorcerer

Lesser Restoration
2 Mana
AbjurationLevel 2+touch

End one disease or the blinded, deafened, paralyzed or poisoned condition.

Cleric · Druid · Bard · Guardian · Ranger

Misty Step
2 Mana
ConjurationLevel 2+self

Bonus action. Teleport up to 30 ft to a spot you can see.

Wizard · Sorcerer

Moonbeam
2 Mana
EvocationLevel 2+120 ft2d10

Concentration, up to 1 minute. A pale beam fills a 5 ft radius; creatures that enter or start their turn there take 2d10 radiant damage on a failed save, half on a success.

Saving throw: CON (DC 8 + level + casting)

Druid

Pass without Trace
2 Mana
AbjurationLevel 2+self (30 ft)

Concentration, up to 1 hour. You and allies within 30 ft get +10 to Stealth checks and can't be tracked except by magic.

Druid · Ranger

Scorching Ray
2 Mana
EvocationLevel 2+120 ft2d6

Three rays of fire; make a separate spell attack for each. Each hit deals 2d6 fire damage.

Spell attack: d20 + INT + Arcana vs AC

Wizard · Sorcerer

Shatter
2 Mana
EvocationLevel 2+60 ft3d8

A painful ringing noise. Creatures in a 10 ft radius take 3d8 thunder damage on a failed save, half on a success.

Saving throw: CON (DC 8 + level + casting)

Wizard · Bard · Sorcerer

Silence
2 Mana
IllusionLevel 2+120 ft

Concentration, up to 10 minutes. No sound can be made in a 20 ft radius; creatures inside are deafened and can't cast spells with spoken words.

Cleric · Bard · Ranger

Spiritual Weapon
2 Mana
EvocationLevel 2+60 ft1d8

Bonus action. A floating weapon of force appears for 1 minute. As a bonus action each turn it attacks a creature within 5 ft of it for 1d8 + casting modifier force damage.

Spell attack: d20 + WIS + Arcana vs AC

Cleric

Suggestion
2 Mana
EnchantmentLevel 2+30 ft

Concentration, up to 8 hours. Suggest a reasonable course of action; on a failed save the target follows it.

Saving throw: WIS (DC 8 + level + casting)

Wizard · Bard · Sorcerer

Web
2 Mana
ConjurationLevel 2+60 ft

Concentration, up to 1 hour. Sticky webs fill a 20 ft cube; creatures that fail the save are restrained. The webs are difficult terrain and burn easily.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Sorcerer

Call Lightning
3 Mana
ConjurationLevel 3+120 ft3d10

Concentration, up to 10 minutes. A storm cloud forms; each turn as an action, call a bolt on a point: creatures within 5 ft take 3d10 lightning damage on a failed save, half on a success.

Saving throw: DEX (DC 8 + level + casting)

Druid

Counterspell
3 Mana
AbjurationLevel 3+60 ft

Reaction when you see a creature cast a spell. A spell costing 3 Mana or less fails. For a stronger spell, make a casting check (d20 + casting) against DC 10 + its cost.

Wizard · Sorcerer

Dispel Magic
3 Mana
AbjurationLevel 3+120 ft

End spells of 3 Mana or less on a target. For stronger spells, make a casting check against DC 10 + the spell's cost.

Wizard · Cleric · Druid · Bard · Sorcerer · Guardian

Fear
3 Mana
IllusionLevel 3+30 ft cone

Concentration, up to 1 minute. Creatures that fail the save drop what they hold, are frightened and must flee from you.

Saving throw: WIS (DC 8 + level + casting)

Wizard · Bard · Sorcerer

Fireball
3 Mana
EvocationLevel 3+150 ft8d6

A bead of flame explodes in a 20 ft radius. Creatures take 8d6 fire damage on a failed save, half on a success. +1d6 per extra Mana.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Sorcerer

Fly
3 Mana
TransmutationLevel 3+touch

Concentration, up to 10 minutes. The target gains a flying speed of 60 ft.

Wizard · Sorcerer

Haste
3 Mana
TransmutationLevel 3+30 ft

Concentration, up to 1 minute. The target is hasted: double speed, +2 AC, advantage on Dexterity saves and one extra limited action each turn. When it ends the target can't act for a turn.

Wizard · Sorcerer

Hypnotic Pattern
3 Mana
IllusionLevel 3+120 ft

Concentration, up to 1 minute. Creatures in a 30 ft cube that fail the save are charmed and stand dazed until they take damage or someone shakes them.

Saving throw: WIS (DC 8 + level + casting)

Wizard · Bard · Sorcerer

Lightning Bolt
3 Mana
EvocationLevel 3+100 ft line8d6

A 100 ft line of lightning. Creatures take 8d6 lightning damage on a failed save, half on a success.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Sorcerer

Revivify
3 Mana
NecromancyLevel 3+touch

A creature that died within the last minute returns to life with 1 HP. Requires a diamond worth 300 gp.

Cleric · Guardian · Druid

Sleet Storm
3 Mana
ConjurationLevel 3+150 ft

Concentration, up to 1 minute. Freezing rain fills a 40 ft radius; the ground turns to ice and creatures entering it must pass a save or fall prone.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Druid · Sorcerer

Speak with Dead
3 Mana
NecromancyLevel 3+10 ft

A corpse answers up to five questions with what it knew in life, for 10 minutes.

Cleric · Bard

Spirit Guardians
3 Mana
ConjurationLevel 3+self (15 ft)3d8

Concentration, up to 10 minutes. Spirits circle you; enemies within 15 ft move at half speed and take 3d8 radiant damage on a failed save when they start their turn there, half on a success.

Saving throw: WIS (DC 8 + level + casting)

Cleric

Vampiric Touch
3 Mana
NecromancyLevel 3+touch3d6

Concentration, up to 1 minute. On a hit, deal 3d6 necrotic damage and regain half as HP. You can repeat the attack as an action each turn.

Spell attack: d20 + INT + Arcana vs AC

Wizard

Water Breathing
3 Mana
TransmutationLevel 3+30 ft

Up to ten willing creatures can breathe underwater for 24 hours. Can be cast as a ritual.

Wizard · Druid · Ranger · Sorcerer

Banishment
4 Mana
AbjurationLevel 4+60 ft

Concentration, up to 1 minute. A creature that fails the save is sent to a harmless pocket dimension (or home, if it comes from another plane).

Saving throw: CHA (DC 8 + level + casting)

Wizard · Cleric · Sorcerer · Guardian

Dimension Door
4 Mana
ConjurationLevel 4+500 ft

Teleport yourself and one willing creature to a spot within range.

Wizard · Bard · Sorcerer

Freedom of Movement
4 Mana
AbjurationLevel 4+touch

For 1 hour difficult terrain doesn't slow the target, and magic can't reduce its speed, paralyze or restrain it.

Cleric · Druid · Ranger · Bard

Greater Invisibility
4 Mana
IllusionLevel 4+touch

Concentration, up to 1 minute. A creature becomes invisible even while it attacks or casts spells.

Wizard · Bard · Sorcerer

Ice Storm
4 Mana
EvocationLevel 4+300 ft4d6

Hail pounds a 20 ft radius: 4d6 cold damage plus 2d8 bludgeoning on a failed save, half on a success; the ground becomes difficult terrain.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Druid · Sorcerer

Polymorph
4 Mana
TransmutationLevel 4+60 ft

Concentration, up to 1 hour. Turn a creature into a beast (unwilling creatures save to resist). It uses the beast's HP and returns to normal when that reaches 0.

Saving throw: WIS (DC 8 + level + casting)

Wizard · Druid · Bard · Sorcerer

Stoneskin
4 Mana
AbjurationLevel 4+touch

Concentration, up to 1 hour. The target has resistance to bludgeoning, piercing and slashing damage from non-magical attacks.

Wizard · Druid · Sorcerer · Ranger

Wall of Fire
4 Mana
EvocationLevel 4+120 ft5d8

Concentration, up to 1 minute. A 60 ft wall of flame. Creatures in it when it appears take 5d8 fire damage (save for half); anything ending its turn next to it or passing through takes 5d8.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Druid · Sorcerer

Cone of Cold
5 Mana
EvocationLevel 5+60 ft cone8d8

A blast of freezing air. Creatures take 8d8 cold damage on a failed save, half on a success.

Saving throw: CON (DC 8 + level + casting)

Wizard · Sorcerer

Flame Strike
5 Mana
EvocationLevel 5+60 ft8d6

A 10 ft column of divine fire: 8d6 fire and radiant damage on a failed save, half on a success.

Saving throw: DEX (DC 8 + level + casting)

Cleric

Hold Monster
5 Mana
EnchantmentLevel 5+90 ft

Concentration, up to 1 minute. Any creature that fails the save is paralyzed; it repeats the save at the end of each of its turns.

Saving throw: WIS (DC 8 + level + casting)

Wizard · Bard · Sorcerer

Mass Cure Wounds
5 Mana
EvocationLevel 5+60 ft

Up to six creatures in a 30 ft radius each regain 3d8 + your casting modifier HP.

Cleric · Druid · Bard

Raise Dead
5 Mana
NecromancyLevel 5+touch

Return a creature dead no longer than 10 days to life with 1 HP; it has −4 to all d20 rolls, reduced by 1 each long rest. Requires a diamond worth 500 gp.

Cleric · Bard · Guardian

Scrying
5 Mana
DivinationLevel 5+self

Concentration, up to 10 minutes. See and hear a creature you know on the same plane; it can save to resist.

Saving throw: WIS (DC 8 + level + casting)

Wizard · Cleric · Druid · Bard

Chain Lightning
6 Mana
EvocationLevel 7+150 ft10d8

Lightning strikes a target, then leaps to up to three others within 30 ft. Each takes 10d8 lightning damage on a failed save, half on a success.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Sorcerer

Disintegrate
6 Mana
TransmutationLevel 7+60 ft10d6+40

A thin green ray. On a failed save the target takes 10d6 + 40 force damage; a creature reduced to 0 HP turns to dust.

Saving throw: DEX (DC 8 + level + casting)

Wizard · Sorcerer

Heal
6 Mana
EvocationLevel 7+60 ft

A creature regains 70 HP and is cured of blindness, deafness and disease.

Cleric · Druid

True Seeing
6 Mana
DivinationLevel 7+touch

For 1 hour the target sees through illusions, sees invisible creatures and notices secret doors within 120 ft.

Wizard · Cleric · Bard · Sorcerer

Finger of Death
7 Mana
NecromancyLevel 9+60 ft7d8+30

Negative energy tears through a creature: 7d8 + 30 necrotic damage on a failed save, half on a success. A humanoid killed this way rises as a zombie under your control.

Saving throw: CON (DC 8 + level + casting)

Wizard · Sorcerer

Resurrection
7 Mana
NecromancyLevel 9+touch

Return a creature dead up to 100 years to life with full HP, curing diseases and restoring missing limbs. Requires a diamond worth 1,000 gp.

Cleric · Bard

Teleport
7 Mana
ConjurationLevel 9+10 ft

Teleport yourself and up to eight willing creatures to a place you know on the same plane. Less familiar places risk arriving off target.

Wizard · Bard · Sorcerer

Conditions

Conditions change what a creature can do. The GM tells you the effect and how it ends whenever one is applied.
Blinded

You can't see and automatically fail checks that need sight. Your attack rolls have disadvantage; attacks against you have advantage.

Ends: when the cause is removed

Charmed

You can't attack the charmer or target it with harmful effects. The charmer has advantage on social checks with you.

Ends: when the effect ends or the charmer harms you

Deafened

You can't hear and automatically fail checks that need hearing.

Ends: when the cause is removed

Frightened

Disadvantage on checks and attack rolls while the source of your fear is in sight. You can't willingly move closer to it.

Ends: end of scene or a successful Wisdom save at the end of your turn

Grappled

Your speed is 0. Escape with an Athletics or Acrobatics check against the grappler's Athletics.

Ends: when you escape or the grappler is incapacitated or moved away

Incapacitated

You can't take actions or reactions.

Ends: when the cause ends

Invisible

You can't be seen without magic. Your attack rolls have advantage; attacks against you have disadvantage. You can still be heard or tracked.

Ends: when the effect ends

Paralyzed

You are incapacitated and can't move or speak. You fail Strength and Dexterity saves. Attacks against you have advantage, and any hit from within 5 ft is a critical hit.

Ends: when the effect ends or with a successful save

Petrified

You are turned to stone: incapacitated, unaware, can't move or speak. Attacks against you have advantage; you have resistance to all damage and fail Strength and Dexterity saves.

Ends: only with powerful magic (such as Greater Restoration)

Poisoned

Disadvantage on attack rolls and ability checks.

Ends: after 1 hour, with antitoxin or a successful Constitution save

Prone

You are lying on the ground; you can only crawl. Your attack rolls have disadvantage. Melee attacks within 5 ft have advantage against you; ranged attacks from farther away have disadvantage. Standing up costs half your movement.

Ends: when you stand up

Restrained

Your speed is 0. Your attack rolls and Dexterity saves have disadvantage; attacks against you have advantage.

Ends: when you break free (Athletics or Acrobatics check) or the effect ends

Stunned

You are incapacitated, can't move and can speak only falteringly. You fail Strength and Dexterity saves, and attacks against you have advantage.

Ends: usually at the end of your next turn

Unconscious

You are incapacitated, can't move or speak, are unaware of your surroundings, drop what you hold and fall prone. You fail Strength and Dexterity saves; attacks against you have advantage, and any hit from within 5 ft is a critical hit.

Ends: when you regain HP or are woken

Exhausted
Stacks

Measured in levels 1–6. Level 1: disadvantage on ability checks. 2: speed halved. 3: disadvantage on attack rolls and saves. 4: HP maximum halved. 5: speed 0. 6: death. Effects are cumulative.

Ends: one level is removed per long rest with food and water

Bleeding
Stacks

At the beginning of your turn take 1d4 damage per stack.

Ends: when you receive any healing or someone makes a DC 10 Medicine check

Burning

At the beginning of your turn take 1d6 fire damage.

Ends: when you or an adjacent ally spend an action to put out the flames, or you enter water

Dying

You are at 0 HP and unconscious. Make a death saving throw (d20, 10+ succeeds) at the beginning of each turn: three successes and you are stable, three failures and you die. Natural 20: regain 1 HP. Natural 1: two failures.

Ends: when you are healed, stabilized or die

Stable

You are at 0 HP and unconscious but no longer make death saves.

Ends: after 1d4 hours you regain 1 HP, or sooner with healing

Hidden

Enemies don't know where you are. Your next attack has advantage and reveals you. Enemies must beat your Stealth check with Perception to find you.

Ends: when you attack, make noise or are found

Slowed

Your speed is halved, you take −2 to AC and Dexterity saves, and you can't take reactions.

Ends: when the effect ends

Hasted

Your speed is doubled, +2 AC, advantage on Dexterity saves and one extra action each turn (Attack with one weapon, Dash, Disengage, Hide or Use an Object).

Ends: when the spell ends; you then lose your next turn

Blessed

Add 1d4 to attack rolls and saving throws.

Ends: when the spell ends (up to 1 minute)

Cursed

Disadvantage on one kind of roll chosen by the curse (often attacks or saves against the curser), or subtract 1d4 from attack rolls and saves.

Ends: with Remove Curse or as the curse describes

Concentrating

You are maintaining a concentration spell. Taking damage requires a Constitution save (DC 10 or half the damage, whichever is higher) to keep it. You can only concentrate on one spell at a time.

Ends: when you stop, fail the save, are incapacitated or cast another concentration spell

Raging

Advantage on Strength checks and saves, +2 melee damage, and resistance to bludgeoning, piercing and slashing damage. You can't cast spells or concentrate.

Ends: after 1 minute, if you are knocked unconscious, or if you neither attacked nor took damage since your last turn

Surprised

You can't move or take actions on your first turn of combat, and can't take reactions until that turn ends.

Ends: end of your first turn in combat

Dodging

Attack rolls against you have disadvantage and you have advantage on Dexterity saves.

Ends: beginning of your next turn

Equipment

Weapons, armor and gear. Costs are in gold pieces (renamed by genre).

Weapons

NameClassDamageRangeSkillPropertiesCost
Unarmed StrikeLight1d4closeMeleeunarmed—
DaggerLight1d4closeMeleefinesse, light, thrown (near)2
ClubLight1d4closeMeleelight—
HandaxeLight1d6closeMeleelight, thrown (near)5
ShortswordLight1d6closeMeleefinesse, light10
RapierStandard1d8closeMeleefinesse25
LongswordStandard1d8closeMeleeversatile (1d10)15
MaceStandard1d6closeMelee—5
SpearStandard1d6closeMeleethrown (near), versatile (1d8)1
QuarterstaffStandard1d6closeMeleeversatile (1d8)—
WarhammerStandard1d8closeMeleeversatile (1d10)15
GreataxeMassive1d12closeMeleeheavy, two-handed30
GreatswordMassive2d6closeMeleeheavy, two-handed50
SlingRanged Light1d4nearRangedammunition1
ShortbowRanged Light1d6farRangedammunition, two-handed25
LongbowRanged Heavy1d8distantRangedammunition, heavy, two-handed50
Light CrossbowRanged Light1d8farRangedammunition, loading, two-handed25
Heavy CrossbowRanged Heavy1d10farRangedammunition, heavy, loading, two-handed50
PistolRanged Light2d4nearRangedammunition, loud, reload (12)250
ShotgunRanged Heavy2d8nearRangedammunition, loud, two-handed, reload (6)300
RifleRanged Heavy2d6distantRangedammunition, loud, two-handed, reload (10)400
Energy BlasterRanged Light2d6farRangedammunition (power cell), sci-fi500
Stun BatonLight1d6closeMeleelight, sci-fi, stun150
WhipLight1d4closeMeleefinesse2
ScimitarLight1d6closeMeleefinesse, light25
MacheteLight1d6closeMeleelight5
JavelinLight1d6closeMeleethrown (near)1
Sword CaneLight1d6closeMeleefinesse, light40
BattleaxeStandard1d8closeMeleeversatile (1d10)10
MorningstarStandard1d8closeMelee—15
TridentStandard1d6closeMeleethrown (near), versatile (1d8)5
CutlassLight1d6closeMeleefinesse, light15
HalberdMassive1d10closeMeleeheavy, two-handed20
MaulMassive2d6closeMeleeheavy, two-handed10
BlowgunRanged Light1d4nearRangedammunition, loading10
Flintlock PistolRanged Light1d10nearRangedammunition, loud, loading, pirate, steampunk250
MusketRanged Heavy1d12farRangedammunition, loud, loading, two-handed, pirate, steampunk500
RevolverRanged Light2d4nearRangedammunition, loud, reload (6), western, modern150
Lever-Action RifleRanged Heavy1d10farRangedammunition, loud, two-handed, reload (10), western200
Combat KnifeLight1d4closeMeleefinesse, light, thrown (near), modern20
Submachine GunRanged Light2d6nearRangedammunition, loud, two-handed, reload (12), modern800
TaserRanged Light1d4nearRangedstun, modern100
Monomolecular BladeLight1d8closeMeleefinesse, sci-fi1000
Plasma RifleRanged Heavy2d8farRangedammunition (power cell), two-handed, sci-fi1500
Smart PistolRanged Light2d4nearRangedammunition, loud, reload (12), cyberpunk600
Pipe RifleRanged Heavy1d10farRangedammunition, loud, loading, two-handed, post-apocalyptic60

Armor & shields

NameTypeACMax DEXStealthCost
Padded ArmorLight11 + DEXFull DEXDisadvantage5
Leather ArmorLight11 + DEXFull DEX—10
Studded LeatherLight12 + DEXFull DEX—45
Armored JacketLight12 + DEXFull DEX—200
Hide ArmorMedium12 + DEX+2—10
Chain ShirtMedium13 + DEX+2—50
Scale MailMedium14 + DEX+2Disadvantage50
BreastplateMedium14 + DEX+2—400
Tactical VestMedium14 + DEX+2—500
Half PlateMedium15 + DEX+2Disadvantage750
Ring MailHeavy14—Disadvantage30
Chain MailHeavy16—Disadvantage75
Splint ArmorHeavy17—Disadvantage200
Plate ArmorHeavy18—Disadvantage1500
Powered Combat ArmorHeavy18—Disadvantage5000
ShieldShield+2——10
Riot ShieldShield+2——100
Leather DusterLight11 + DEXFull DEX—20
Smart-Weave BodysuitLight12 + DEXFull DEX—900
Subdermal PlatingLight12 + DEXFull DEX—2000
BrigandineMedium14 + DEX+2—150
Scrap ArmorMedium13 + DEX+2Disadvantage25
Clockwork PlateHeavy17—Disadvantage600
BucklerShield+1——5
Tower ShieldShield+3—Disadvantage40
Wrist Shield ProjectorShield+2——1200

Adventuring gear

NameEffectCost
BackpackHolds about 30 pounds of gear.2
BedrollSleep comfortably outdoors.1
Rope (50 ft)Climb, tie and haul. Advantage on Athletics checks to climb when anchored.1
TorchBright light out to 20 ft for 1 hour. Can be used as a club that deals 1 fire damage.—
LanternBright light out to 30 ft for 6 hours per flask of oil.5
FlashlightBright light in a 60 ft beam. Batteries last about 10 hours.5
TinderboxLight a fire in about a minute.1
Rations (5 days)Dry food for five days.3
WaterskinHolds a day of water.1
CrowbarAdvantage on Strength checks where leverage helps (forcing doors, lifting lids).2
Grappling HookTie to a rope to anchor climbs.2
Thieves' ToolsRequired to pick locks and disarm traps with Sleight of Hand.25
Healer's KitStabilize a dying creature without a check, or add +2 to a Medicine check. Ten uses.5
Tinker's Tool KitRequired to build or repair gadgets and machines with Technology checks.50
Herbalism KitGather herbs and brew remedies; needed to craft healing potions.5
Disguise KitAdvantage on Deception checks to pass as someone else.25
Musical InstrumentLute, flute, drum or guitar. Needed for Performance with music; a bard's spellcasting focus.30
SpellbookHolds a wizard's spells. A wizard needs it to prepare spells after a long rest.50
Arcane FocusAn orb, wand or crystal used to channel arcane spells.10
Holy SymbolAn amulet or emblem used to channel divine spells.5
Druidic FocusA sprig of mistletoe, carved staff or totem used to channel nature magic.1
SmartphoneCall, message, take photos and search the network. Advantage on Investigation checks with network access.300
MultitoolPliers, blades and drivers in one; counts as basic tools for quick repairs.20
Turret KitA folding automated turret. Engineers deploy it as an action (see the Engineer class).200
Bag of SalvageScrap metal, wire and components; worth 10 gp toward crafting or repairs.10
Arrows (20)Ammunition for bows.1
Crossbow Bolts (20)Ammunition for crossbows.1
Box of Bullets (50)Ammunition for firearms.20
Power CellPowers an energy weapon for 20 shots.30
Traveler's ClothesSturdy clothes for the road.2
Fine ClothesAdvantage on the first Persuasion check with high society.15
Signet RingProof of noble family; seals letters.5
Journal and InkRecord notes, maps and clues.10
MapAdvantage on Survival checks to navigate the mapped region.5
Purse (15 gp)Fifteen gold pieces or the local equivalent.15
Trade GoodsBolts of cloth, spices or other wares worth 25 gp.25
Fishing TackleCatch enough fish for a day with a Survival check (DC 10).1
CostumeA stage outfit; advantage on Performance checks that suit it.5
Climbing KitPitons, harness and gloves: advantage on Athletics checks to climb.25
SpyglassSee far things up close; advantage on Perception checks at long range.100
CompassAlways know north; with a map you rarely get lost.10
ManaclesRestrain a creature; slipping free takes a DC 20 Acrobatics check.2
TentA two-person tent; rest well even in foul weather.2
Mess KitPot, pan, bowl and spoon for hot meals on the road.1
WhetstoneKeeps a blade sharp and quiet in the scabbard.1
ShovelDig trenches, graves and buried treasure.2
Dice or CardsPass the time, win a little coin; advantage on Insight checks to read someone you play against.1
Lucky CharmA coin, ribbon or rabbit's foot. No rules effect — but you feel lucky.1
Forged PapersTravel papers in a false name; a DC 15 Investigation check spots the forgery.50
Riding HorseA trained mount: travel twice as far each day on roads and trails.75
Pocket WatchAlways know the time to the minute.25
SextantFind your position from the stars; advantage on Survival checks to navigate at sea.50
BinocularsAdvantage on Perception checks to spot things far away.50
Walkie-Talkies (pair)Two radios that reach about 3 km.100
LaptopResearch, records and hacking; advantage on Technology checks with network access.800
Night-Vision GogglesSee in darkness out to 60 ft, in shades of green.1000
Gas MaskAdvantage on saves against gas, smoke and airborne toxins.50
CameraPhotos as proof; a good shot can reveal a detail you missed.100
Burner PhoneA cheap, untraceable phone. Throw it away after use.50
DatapadA handheld computer for maps, notes and messages.200
Bio-ScannerDetect life signs, energy and metal within 60 ft; advantage on Perception checks to find them.500
RebreatherBreathe underwater or in thin air for 1 hour.300
CyberdeckA portable rig to dive into networks; needed to hack systems with Technology.1500
Brass GogglesTinted lenses with flip-down magnifiers; advantage on checks to examine small mechanisms.15
LassoThrow (near) to catch a creature or object: DC 13 Strength or Dexterity save or be restrained.1
Geiger CounterClicks near radiation; you never walk into a hot zone unaware.100
Water PurifierTurns a day's worth of dirty water into safe water each hour.50

Consumables

NameEffectCost
Potion of HealingDrink as an action to regain 2d4 + 2 HP.50
Potion of Greater HealingDrink as an action to regain 4d4 + 4 HP.150
Mana PotionDrink as an action to regain 1d4 + 1 Mana.100
AntitoxinAdvantage on saving throws against poison for 1 hour; ends the poisoned condition.50
Alchemist's FireThrow (near). On a hit the target takes 1d4 fire damage and is burning.50
Holy WaterThrow (near). Undead or fiends take 2d6 radiant damage on a hit.25
Flask of OilFuel a lantern for 6 hours, or splash and ignite for 5 fire damage.1
Smoke BombFills a 20 ft area with thick smoke for 1 minute; everything inside is heavily obscured.25
CaltropsCover a 5 ft square. Creatures entering must pass a DC 15 Dexterity save or take 1 damage and be slowed.1
StimpackInject as a bonus action to regain 2d4 + 2 HP.100
First Aid KitSpend 1 minute to heal a creature 1d6 + its Constitution, or stabilize it.25
Frag GrenadeThrow (near). Everything within 20 ft makes a DC 15 Dexterity save: 3d6 damage on a failure, half on a success.100
FlashbangThrow (near). Creatures within 15 ft make a DC 13 Constitution save or are blinded and deafened until the end of their next turn.50
Anti-Radiation PillsRemove one level of exhaustion caused by radiation, or gain advantage on saves against radiation for 8 hours.30
Bottle of Clean WaterA day of safe drinking water — precious in the wastes.5
BandagesStop bleeding; the patient regains 1 HP after a minute of care.1
Herbal TonicRegain 1d4 HP and gain advantage on your next Constitution save.10
Smelling SaltsWake a sleeping, fainted or dazed creature at once.5
Basic PoisonCoat a weapon or 3 pieces of ammunition; the next hit deals +1d4 poison damage (DC 13 Constitution save negates).100
ThunderstoneThrow (near). Creatures within 10 ft make a DC 13 Constitution save or are deafened for 1 minute.30
Tanglefoot BagThrow (near). The target makes a DC 13 Dexterity save or is restrained until it breaks free (DC 13 Strength).50
Potion of HeroismGain 10 temporary HP and add 1d4 to attacks and saves for 1 minute.180
Bottle of RumGood for morale, bribes and cleaning wounds.2
Powder BombThrow (near). Everything within 10 ft makes a DC 13 Dexterity save: 3d6 fire damage on a failure, half on a success.75
Adrenaline ShotBonus action: ignore one level of exhaustion and gain advantage on Strength checks for 1 minute.75
PainkillersFor 1 hour, ignore the penalties of one painful wound.10
Molotov CocktailThrow (near). The target takes 2d6 fire damage and the ground burns for 1 minute.5
Med-GelApply as an action to regain 3d4 + 3 HP.150
EMP GrenadeThrow (near). Machines and drones within 20 ft make a DC 15 Constitution save or shut down for 1 round; constructs take 2d6 lightning damage.150

Levels & XP

Earn XP by overcoming challenges, completing quests and great roleplay. Reaching the XP threshold raises your level.
LevelXPProficiencyTalentsAttribute ptsSkill ptsSpellsFeature
10—————Starting class features, talents and spells.
2300—1—11Gain a talent.
3900—1—11Gain a talent; casters can learn 3-Mana spells.
42,700—1111Attribute increase: +1 to one attribute (max +5).
56,500—1—11Big power jump: martial classes get Extra Attack or an equivalent; casters reach 5-Mana spells.
614,000—1—11Gain a talent.
723,000—1—11Gain a talent; casters reach 6-Mana spells.
834,000—1111Attribute increase: +1 to one attribute (max +5).
948,000—1—11Gain a talent; casters reach 7-Mana spells.
1064,000—1121Capstone: +1 to one attribute and a final class talent.

Typical XP awards

Per session +100 XPMinor objective +50 XPMajor objective +150 XPDefeat a standard foe +25 XPDefeat an elite foe +75 XPDefeat a boss +200 XPClever solution or great roleplaying +50 XP

Genres

Genre packs rename things and set the tone. The numbers never change.
Fantasy

Swords, sorcery, old kingdoms and older monsters.

Heroic adventure with real danger. Magic is wondrous and a little frightening.

Class titles

Fighter → KnightGuardian → PaladinRogue → ThiefRanger → RangerBarbarian → BerserkerWizard → WizardCleric → PriestDruid → DruidBard → BardSorcerer → SorcererMonk → MonkEngineer → Artificer

Lineages

  • Human. Adaptable and ambitious. +1 skill rank in any skill.
  • Elf. Graceful and long-lived. Darkvision 60 ft; advantage on saves against being charmed.
  • Dwarf. Stout and stubborn. Darkvision 60 ft; advantage on saves against poison and +1 HP per level.
  • Halfling. Small and lucky. When you roll a natural 1 on a d20, reroll it once.
  • Orc. Strong and enduring. Once per long rest, when reduced to 0 HP, drop to 1 HP instead.

Themes

dungeon crawls · dragons and treasure · ancient curses · rival kingdoms · quests for lost relics

Sci-Fi

Starships, alien worlds, corporations and robots.

Big ideas and bigger guns. Space is vast, cold and full of opportunity.

Class titles

Fighter → MarineGuardian → SentinelRogue → SmugglerRanger → ScoutBarbarian → BrawlerWizard → TechnomancerCleric → MedicDruid → XenobiologistBard → DiplomatSorcerer → PsionMonk → Zero-G AdeptEngineer → Engineer

Lineages

  • Human. Found everywhere. +1 skill rank in any skill.
  • Android. Synthetic body. Immune to disease; you don't need to eat or breathe, but healing magic heals you half as much — repairs heal normally.
  • Cyborg. Augmented flesh. +1 AC and advantage on Technology checks with networked devices.
  • Alien (Void-born). Raised in low gravity. Climb speed 30 ft and advantage on Acrobatics checks in zero gravity.
  • Uplifted Animal. Engineered intelligence. Keen senses: advantage on Perception checks using smell or hearing.

Themes

first contact · corporate conspiracies · derelict ships · rebellion against an empire · frontier colonies

Modern

Today's world, with secret magic, spies or monster hunters hiding in plain sight.

Grounded and fast-paced. Police, cameras and phones matter; magic stays hidden.

Class titles

Fighter → SoldierGuardian → BodyguardRogue → ThiefRanger → Bounty HunterBarbarian → BrawlerWizard → OccultistCleric → DoctorDruid → Hedge WitchBard → InfluencerSorcerer → PsychicMonk → Martial ArtistEngineer → Hacker

Lineages

  • Ordinary Human. No special powers. +1 skill rank in any skill and +1 Inspiration maximum.
  • Touched. Brushed by the supernatural. Know one cantrip; casting attribute of your choice.
  • Changeling. Part fae. Advantage on Deception checks to disguise yourself.
  • Dhampir. Half-vampire. Darkvision 60 ft; resistance to necrotic damage.

Themes

urban fantasy · spy thrillers · heists · paranormal investigation · street-level vigilantes

Horror

Haunted houses, cursed towns and things that should not be.

Dread over spectacle. Resources are scarce, knowledge is dangerous and running is a valid plan.

Class titles

Fighter → SurvivorGuardian → ProtectorRogue → BurglarRanger → HunterBarbarian → MadmanWizard → Occult ScholarCleric → ExorcistDruid → WitchBard → MediumSorcerer → Cursed OneMonk → AsceticEngineer → Paranormal Tech

Lineages

  • Human. Fragile but determined. +1 skill rank in any skill.
  • Sensitive. You can feel the supernatural. Advantage on Perception checks to notice hidden spirits and curses.
  • Marked. Something has claimed you. Resistance to necrotic damage, but undead and spirits notice you.

Themes

haunted places · cults · body horror · small-town secrets · cosmic dread

Post-Apocalyptic

The world ended. Survivors scavenge the ruins and fight over what remains.

Harsh and gritty, with sparks of hope. Every bullet and bottle of water counts.

Class titles

Fighter → WastelanderGuardian → WardenRogue → ScavengerRanger → TrackerBarbarian → Road WarriorWizard → Old-World ScientistCleric → DocDruid → Green MutantBard → Radio DJSorcerer → MutantMonk → Wasteland MonkEngineer → Gearhead

Lineages

  • Vault Dweller. Raised in a shelter. +1 skill rank in Technology or History.
  • Wastelander. Born in the ruins. Advantage on saves against radiation and poison.
  • Mutant. Changed by fallout. Choose one: darkvision 60 ft, natural armor (AC 12 + DEX) or +1 HP per level.
  • Synthetic. A surviving machine person. Immune to radiation and disease; heals only through repairs.

Themes

scavenging the ruins · warring settlements · road battles · mutant beasts · rebuilding civilization

Steampunk

Brass, steam and soot: airships, clockwork and empires of invention.

Inventive and adventurous, with smog-choked streets and gleaming salons. Science is wondrous and a little reckless.

Class titles

Fighter → Soldier of the CrownGuardian → IroncladRogue → CutpurseRanger → Sky ScoutBarbarian → Boiler BruteWizard → AetheristCleric → SurgeonDruid → NaturalistBard → ShowmanSorcerer → Spark-TouchedMonk → PugilistEngineer → Tinkerer

Lineages

  • Human. The engine of the age. +1 skill rank in any skill.
  • Automaton. Clockwork body. Immune to poison and disease; repairs heal you, and you need winding instead of sleep.
  • Augmented. Brass limb or lens. +1 AC or advantage on Perception checks that rely on sight.

Themes

airship voyages · rival inventors · smog-choked cities · colonial intrigue · runaway machines

Cyberpunk

Neon streets, megacorporations, chrome implants and hackers in the net.

High tech, low life. Rain, neon and debt; everyone sells something and nobody trusts the corps.

Class titles

Fighter → Street SamuraiGuardian → BodyguardRogue → FixerRanger → TrackerBarbarian → Chrome BrawlerWizard → NetrunnerCleric → RipperdocDruid → Bio-HackerBard → RockerboySorcerer → GlitchMonk → Cyber-MonkEngineer → Techie

Lineages

  • Baseline Human. Unmodified, unnoticed. +1 skill rank in any skill.
  • Chromed. Heavy implants. +1 AC and advantage on Technology checks with networked devices.
  • Clone. Grown in a vat. Advantage on saves against fear, but corporate scanners recognise you.

Themes

corporate heists · street gangs · rogue AIs · body modification · data theft

Western

Dusty frontier towns, outlaws, railroads and the open plains.

Sun-bleached and laconic. The law is far away, a reputation travels fast and every draw counts.

Class titles

Fighter → GunslingerGuardian → MarshalRogue → OutlawRanger → ScoutBarbarian → BrawlerWizard → Medicine ShowmanCleric → PreacherDruid → HermitBard → Saloon SingerSorcerer → Spirit-TouchedMonk → DrifterEngineer → Railroad Engineer

Lineages

  • Settler. Came west to make a life. +1 skill rank in any skill.
  • Frontier-Born. Raised on the plains. Advantage on Survival checks to track or find water.
  • Touched by the Spirits. Strange dreams guide you. Advantage on saves against being frightened.

Themes

outlaw hunts · railroad barons · gold rush towns · range wars · lonely trails

Pirates

Tall ships, hidden coves, treasure maps and the high seas.

Swashbuckling and salty. Fortune favours the bold, the sea takes the careless and every crew has a price.

Class titles

Fighter → BuccaneerGuardian → QuartermasterRogue → SmugglerRanger → LookoutBarbarian → BoarderWizard → Sea WitchCleric → Ship's SurgeonDruid → Tide-CallerBard → ShantymanSorcerer → Storm-BornMonk → RiggerEngineer → Gunner

Lineages

  • Human. From every port. +1 skill rank in any skill.
  • Island-Born. Raised by the sea. Swim speed 30 ft; advantage on checks to hold your breath.
  • Merfolk Blood. A drop of the deep in you. Breathe water for 1 hour per long rest; darkvision 60 ft underwater.

Themes

treasure hunts · naval battles · cursed islands · mutiny · smuggling runs

Mythic Antiquity

Ancient myths: heroes, oracles, temples and meddling gods.

Epic and fateful. The gods watch, prophecies bind and glory outlives the hero.

Class titles

Fighter → HopliteGuardian → ChampionRogue → TricksterRanger → HuntressBarbarian → BerserkerWizard → SageCleric → PriestessDruid → OracleBard → PoetSorcerer → DemigodMonk → PankratiastEngineer → Artificer

Lineages

  • Mortal. Born of mortal parents. +1 skill rank in any skill.
  • Demigod. A god's child. Advantage on saves against being charmed; once per long rest, add +2 to a check.
  • Nymph-Born. Kin to rivers and groves. Advantage on Nature checks; you can speak with animals for a minute once per long rest.

Themes

quests set by the gods · monster hunts · prophecies · cursed bloodlines · voyages to the edge of the world

Noir

Rain-slick streets of the 1940s: private eyes, gangsters and femmes fatales.

Cynical and moody. Everyone has a secret, the city never sleeps and justice comes at a price.

Class titles

Fighter → ToughGuardian → Beat CopRogue → GrifterRanger → Private EyeBarbarian → BruiserWizard → OccultistCleric → DoctorDruid → Fortune TellerBard → Lounge SingerSorcerer → MediumMonk → BoxerEngineer → Mechanic

Lineages

  • City-Born. Raised on these streets. +1 skill rank in any skill.
  • War Veteran. Came back changed. Advantage on saves against being frightened.
  • Second Sight. You notice what others miss. Advantage on Insight checks to spot a lie.

Themes

murder cases · mob wars · corrupt cops · missing persons · blackmail