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.
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).
| Difficulty | DC |
|---|---|
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
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.
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.
A natural 1 is a critical failure: the action fails with a complication. An attack on a natural 1 always misses.
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.
Physical power. Lifting, pushing, climbing, jumping and hitting hard in melee.
Skills: Athletics, Melee
Agility, reflexes and balance. Dodging, sneaking, aiming and fine handwork. Adds to Armor Class and initiative.
Skills: Acrobatics, Stealth, Sleight of Hand, Ranged
Health, stamina and toughness. Adds to Hit Points; resists poison, disease and exhaustion.
Skills: Endurance
Reasoning, memory and learning. Recalling lore, solving puzzles, working machines and studied magic.
Skills: Arcana, History, Investigation, Nature, Technology
Awareness, intuition and willpower. Noticing things, reading people, surviving outdoors and divine or natural magic.
Skills: Insight, Medicine, Perception, Survival, Animal Handling
Force of personality. Persuading, lying, performing, intimidating and innate magic.
Skills: Deception, Intimidation, Performance, Persuasion
| Skill | Attribute | Description |
|---|---|---|
| Athletics | STR | Climb, jump, swim, lift, shove and grapple. |
| Melee | STR | Attack rolls with melee weapons and unarmed strikes. Finesse weapons may use Dexterity instead. |
| Acrobatics | DEX | Keep your balance, tumble, dodge and escape grapples. |
| Stealth | DEX | Move quietly, hide and avoid notice. |
| Sleight of Hand | DEX | Pick pockets, palm objects, pick locks and disarm traps. |
| Ranged | DEX | Attack rolls with bows, crossbows, firearms and thrown weapons. |
| Endurance | CON | Push through pain, hunger, cold, poison and long marches; hold your breath. |
| Arcana | INT | Knowledge of magic, spells and magical creatures. Also used for spell attack rolls. |
| History | INT | Recall events, nations, legends and old secrets. |
| Investigation | INT | Search for clues, deduce what happened, find hidden things by reasoning. |
| Nature | INT | Knowledge of plants, animals, weather and terrain. |
| Technology | INT | Operate, repair, build or hack machines, vehicles and computers. |
| Insight | WIS | Read moods and intentions; tell when someone is lying. |
| Medicine | WIS | Treat wounds, stabilize the dying and diagnose illness. |
| Perception | WIS | Spot, hear and notice things; detect hidden creatures. |
| Survival | WIS | Track, forage, navigate and find shelter in the wild. |
| Animal Handling | WIS | Calm, train and ride animals; read their behavior. |
| Deception | CHA | Lie convincingly, bluff and wear a disguise. |
| Intimidation | CHA | Threaten, frighten or pressure someone into doing what you want. |
| Performance | CHA | Entertain with music, acting, storytelling or dance. |
| Persuasion | CHA | Convince, negotiate and win people over honestly. |
| Name | Formula | Description |
|---|---|---|
| Armor Class | 10 + DEX | How hard you are to hit. Unarmored it is 10 + DEX; worn armor and shields change it (see Equipment). |
| Speed | 30 | How many feet you can move on your turn (30 ft for most characters). |
| Initiative | DEX | Bonus to your initiative roll (d20 + DEX) at the beginning of combat. |
max = 8 + CON * 2 + level * 5How 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.
max = level * 3 + max(0, max(INT, WIS, CHA)) * 2Spell 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.
max = 3A 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.
A trained warrior who masters weapons and armor and keeps fighting long after others fall.
Signature: Second Wind: once per short rest, regain 1d10 + level HP as a bonus action. From level 2, Action Surge gives an extra action.
A sworn protector whose vows grant healing hands and holy strikes. Stands between allies and harm.
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.
A sneaky expert who strikes where it hurts and slips out of danger.
Signature: Sneak Attack: once per turn, +1d6 damage per two levels when you have advantage or an ally is adjacent to the target.
A tracker and hunter of the wild places, deadly with a bow and at home in the wilderness.
Signature: Favored Enemy: advantage to track and recall facts about one creature type and +2 damage against it. Casts a few nature spells.
A fierce warrior who taps into primal fury to shrug off wounds and hit like a landslide.
Signature: Rage: as a bonus action, gain advantage on Strength checks, +2 melee damage and resistance to weapon damage for 1 minute.
A scholar of magic who learns spells from study and records them in a spellbook.
Signature: Spellcasting (INT): the widest spell list. Arcane Recovery restores some Mana once per day on a short rest.
A priest who channels divine power to heal friends, protect the faithful and smite the wicked.
Signature: Spellcasting (WIS) and Channel Divinity: once per short rest, Turn Undead or heal 5 × level HP split among allies.
A guardian of nature who commands plants, weather and beasts, and can take animal form.
Signature: Wild Shape: twice per short rest, turn into a beast you have seen, using its HP and attacks.
A performer whose music and words carry real magic — inspiring allies and confounding foes.
Signature: Bardic Inspiration: as a bonus action, give an ally a d6 to add to one check, attack or save.
A born spellcaster whose magic flows from their blood and can be bent and shaped at will.
Signature: Metamagic: from level 3, spend extra Mana to quicken or twin your spells. Font of Magic turns HP into Mana.
A disciplined fighter who turns body and inner energy (ki) into lightning-fast strikes.
Signature: Ki & Flurry of Blows: spend 1 Mana (ki) after attacking to make two extra unarmed strikes; unarmored AC is 10 + DEX + WIS.
An inventor and mechanic who builds turrets, drones and gadgets — and fixes whatever breaks.
Signature: Turret: deploy an automated turret that shoots (1d8 + INT) as your bonus action; build single-use gadgets each long rest.
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)
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)
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)
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)
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)
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)
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
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)
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)
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
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
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
Once per short rest, as a bonus action, regain 1d10 + your level HP.
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).
Once per short rest, take one extra action on your turn.
Your weapon attacks score a critical hit on a natural 19 or 20.
When you take the Attack action, you make two attacks instead of one.
Once per long rest, reroll a failed saving throw. You must use the new roll.
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.
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.
When you hit with a melee weapon, spend 2 Mana to deal an extra 2d8 radiant damage (3d8 against undead and fiends).
When you take the Attack action, you make two attacks instead of one.
You and allies within 10 ft add your Charisma modifier (minimum +1) to saving throws while you are conscious.
You and allies within 10 ft cannot be frightened while you are conscious.
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.
On each of your turns you can Dash, Disengage or Hide as a bonus action.
Choose two skills you have ranks in; add +2 to checks with them (this can exceed the normal skill maximum).
When an attacker you can see hits you, use your reaction to halve the damage.
When a Dexterity save would halve damage, you take no damage on a success and half on a failure.
When you make a check with a skill you have ranks in, treat a d20 roll of 9 or lower as a 10.
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.
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.
Once per turn, when you hit a creature that is below its HP maximum, deal an extra 1d8 damage.
When you take the Attack action, you make two attacks instead of one.
As an action, make a ranged attack against every creature within 10 ft of a point you can see within range.
You can Hide as a bonus action, and you can't be tracked by non-magical means unless you choose to leave a trail.
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.
While not wearing armor, your AC is 10 + DEX + CON. You can still use a shield.
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.
Advantage on Dexterity saves against effects you can see, such as traps and spells.
When you take the Attack action, you make two attacks instead of one. Your speed increases by 10 ft while not in heavy armor.
Roll one additional weapon damage die when you score a critical hit with a melee attack.
Once per day during a short rest, regain Mana equal to half your level (round up) plus your Intelligence modifier.
You can cast a spell with the ritual tag without spending Mana if you take 10 extra minutes to cast it.
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.
Add your Intelligence modifier to the damage of your evocation spells.
Choose one 1-Mana and one 2-Mana spell you know; you can cast them without spending Mana.
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.
Your healing spells restore an extra 2 + the spell's Mana cost HP.
When you cast a healing spell on someone else, you also regain 2 + the spell's Mana cost HP.
Add your Wisdom modifier to the damage of your cantrips.
Once per long rest, describe the help you need and roll a d100; if you roll your level or lower, your deity intervenes.
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.
You can communicate simple ideas with beasts and have advantage on Animal Handling checks.
Once per day during a short rest, regain Mana equal to your level.
Moving through difficult natural terrain costs no extra movement, and plants can't slow or entangle you.
Spend two uses of Wild Shape to transform into an elemental of air, earth, fire or water.
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.
Add +1 to any skill check using a skill in which you have no ranks.
During a short rest, allies who hear you perform regain an extra 1d6 HP.
You regain all uses of Bardic Inspiration on a short or long rest.
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.
As a bonus action, convert HP into Mana: lose 3 HP to gain 1 Mana (up to your level per long rest).
Your bloodline hardens you. +1 HP per level, and while unarmored your AC is 13 + DEX.
Spend 2 extra Mana to cast a spell that takes an action as a bonus action instead.
Spend extra Mana equal to the spell's cost (minimum 1) to target a second creature with a single-target spell.
Spend 1 extra Mana; choose up to your Charisma modifier creatures to automatically succeed on the spell's saving throw.
After you take the Attack action, spend 1 Mana (your ki) to make two unarmed strikes as a bonus action.
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.
Spend 1 Mana to take the Dodge action as a bonus action. Your speed increases by 10 ft while unarmored.
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.
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.
You may add your skill ranks in Endurance to every saving throw, and can spend 1 Mana to reroll a failed save.
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.
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.
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.
Once per short rest, your turret makes two attacks on its turn, or one attack deals an extra 2d8 lightning damage.
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).
Your custom armor upgrades give you +1 AC and resistance to one damage type of your choice, chosen during a long rest.
+5 to initiative; you can't be surprised while conscious, and hidden creatures don't gain advantage against you.
Your HP maximum increases by 2 per level.
Three times per long rest, roll an extra d20 on an attack, check or save and choose which d20 to use.
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.
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.
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.
While wielding a finesse weapon, use your reaction to add +2 to your AC against one melee attack.
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.
+10 ft speed. Dashing ignores difficult terrain, and a creature you attack in melee can't make opportunity attacks against you this turn.
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.
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.
Advantage on Constitution saves to keep concentration. You can cast a spell instead of making an opportunity attack.
Learn two cantrips and one 1-Mana spell from any list. Your casting attribute for them is INT, WIS or CHA (choose one).
+1 Strength or Dexterity (max +5). Standing up from prone costs only 5 ft of movement; climbing costs no extra movement.
+5 to passive Perception and passive Investigation. You can read lips.
Gain 3 skill ranks spread among any skills.
+1 to an attribute of your choice (max +5) and add +2 to saving throws using it.
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).
+1 Charisma (max +5). Advantage on Deception and Performance checks when pretending to be someone else; you can mimic voices.
Spend 10 minutes giving a speech; up to six allies gain temporary HP equal to your level + Charisma modifier.
Ignore the loading tag on crossbows, and ranged attacks at close range don't have disadvantage.
While wearing heavy armor, reduce bludgeoning, piercing and slashing damage you take from non-magical weapons by 3.
Advantage on Perception and Investigation checks to find secret doors and traps, and on saves to avoid traps.
Wearing medium armor doesn't give disadvantage on Stealth, and your maximum Dexterity bonus in medium armor becomes 3.
Advantage on melee attacks against unmounted creatures smaller than your mount; you can redirect attacks on your mount to yourself.
Choose acid, cold, fire, lightning or thunder. Your spells ignore resistance to it, and you treat 1s on its damage dice as 2s.
Your attack spells have double range and ignore half cover.
Once per turn, reroll a melee weapon's damage dice and use either total.
While you hold a shield, allies within 5 ft of you gain +1 AC.
You can't be surprised while conscious, and you have advantage on Perception checks to keep watch.
Use Sleight of Hand, thieves' tools or an object as a bonus action.
Advantage on Survival checks to track; you learn how many creatures passed, their size and how long ago.
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.
Learn one extra cantrip from any list; your damaging cantrips deal +1 damage.
Reaction: when an ally within 30 ft takes damage, reduce it by 1d6 + WIS. Usable WIS modifier times per long rest (minimum 1).
During a short rest, brew a remedy that heals 1d8 HP or ends the poisoned condition. It keeps until your next long rest.
Reaction: spend a use of Bardic Inspiration to subtract the die from a creature's attack roll, check or damage roll.
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.
Reaction: reduce falling damage you take by 5 × your level.
Once per short rest, as an action, make a broken device work again for 1 minute.
Draw or stow a weapon for free, and add +2 to initiative.
Learn three languages, and write ciphers others can't read without a DC 15 Investigation check.
+1 Intelligence (max +5). You always know the hour and can recall anything you saw or heard in the past month.
Advantage on checks to find a fence, a safe house or a rumour in a town.
Advantage on saves against poison and disease; you can eat almost anything.
Once per short rest, reroll a failed Persuasion or Deception check.
The first time you drop to 0 HP after a long rest, you drop to 1 HP instead.
Stabilize a dying creature within 5 ft as a bonus action; allies you tend during a short rest regain 2 extra HP.
Once per long rest, rig a simple one-use gadget from scraps: a noisemaker, a lock jammer or a small light.
Advantage on Animal Handling checks; beasts are indifferent rather than hostile unless provoked.
Advantage on saves against being frightened or charmed.
Once per turn, reload a firearm for free, and pistols don't have disadvantage at close range.
Advantage on Technology checks to break into computers, electronic locks and security systems.
Advantage on checks to drive, ride or pilot; once per short rest, turn a crash into a rough landing.
You never lose your footing on a moving deck, swim at full speed and hold your breath for 10 minutes.
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.
+1 AC while you hold a weapon in each hand, and you can fight with two one-handed weapons that aren't light.
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.
Bonus action: strike with the butt of a polearm for 1d4; creatures entering your reach provoke an opportunity attack.
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
Small nature tricks: predict tomorrow's weather, make a flower bloom, light or snuff a small flame.
Druid
Hurl a mote of fire. On a hit, 1d10 fire damage; flammable objects ignite.
Spell attack: d20 + INT + Arcana vs AC
Wizard · Sorcerer
A crackling beam of raw magic. On a hit, 1d10 force damage.
Spell attack: d20 + CHA + Arcana vs AC
Sorcerer · Bard
Concentration, up to 1 minute. The target adds 1d4 to one ability check of its choice.
Cleric · Druid
An object glows with bright light out to 20 ft for 1 hour.
Wizard · Cleric · Bard · Sorcerer
A floating spectral hand that can lift up to 10 pounds, open doors and fetch items for 1 minute.
Wizard · Bard · Sorcerer
Repair a single break or tear in an object: a broken chain link, a torn cloak, a cracked lens.
Wizard · Cleric · Druid · Bard · Sorcerer
Whisper a message to a creature you can see; only it hears you, and it can whisper back.
Wizard · Bard · Sorcerer
Create a sound or a small still image for 1 minute. An Investigation check against your spell DC reveals it.
Wizard · Bard · Sorcerer
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
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
Concentration, up to 1 minute. The target adds 1d4 to one saving throw of its choice.
Cleric · Druid
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
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
A creature at 0 HP becomes stable.
Cleric · Druid
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
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
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
A beast that fails the save is charmed by you for 24 hours.
Saving throw: WIS (DC 8 + level + casting)
Druid · Ranger · Bard
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
Concentration, up to 1 minute. Up to three creatures add 1d4 to attack rolls and saving throws.
Cleric · Guardian
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
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
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
For 1 hour you understand any spoken or written language. Can be cast as a ritual.
Wizard · Bard · Sorcerer
A creature you touch regains 1d8 + your casting modifier HP. +1d8 per extra Mana.
Cleric · Druid · Bard · Guardian · Ranger
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
Change how you look, including clothing and gear, for 1 hour. Investigation against your spell DC sees through it.
Wizard · Bard · Sorcerer
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
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
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
Reaction when you or up to five creatures fall: they drift down gently for 1 minute and take no falling damage.
Wizard · Bard · Sorcerer
Concentration, up to 1 hour. Thick fog fills a 20 ft radius; the area is heavily obscured.
Wizard · Druid · Ranger · Sorcerer
Ten magic berries appear; eating one restores 1 HP and feeds a creature for a day.
Druid · Ranger
Bonus action. A creature you can see regains 1d4 + your casting modifier HP.
Cleric · Druid · Bard
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
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
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
Your touch withers flesh. On a hit, 3d10 necrotic damage.
Spell attack: d20 + WIS + Arcana vs AC
Cleric
An unarmored creature's AC becomes 13 + DEX for 8 hours.
Wizard · Sorcerer
Three glowing bolts of force strike targets you choose automatically, each dealing 1d4 + 1 force damage. +1 bolt per extra Mana spent.
Wizard · Sorcerer
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
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
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
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
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
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
Up to three creatures gain +5 to their current and maximum HP for 8 hours.
Cleric · Guardian
Concentration, up to 1 minute. Your outline wavers; attacks against you have disadvantage.
Wizard · Sorcerer
Concentration, up to 10 minutes. Magical darkness fills a 15 ft radius; normal vision can't see through it.
Wizard · Sorcerer
Concentration, up to 1 hour. The target has advantage on checks with one attribute of your choice.
Cleric · Druid · Bard · Sorcerer
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
Concentration, up to 1 hour. A creature becomes invisible until it attacks or casts a spell.
Wizard · Bard · Sorcerer
A lock, bar or seal you can see opens with a loud knock heard 300 ft away.
Wizard · Bard · Sorcerer
End one disease or the blinded, deafened, paralyzed or poisoned condition.
Cleric · Druid · Bard · Guardian · Ranger
Bonus action. Teleport up to 30 ft to a spot you can see.
Wizard · Sorcerer
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
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
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
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
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
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
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
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
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
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
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
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
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
Concentration, up to 10 minutes. The target gains a flying speed of 60 ft.
Wizard · Sorcerer
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
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
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
A creature that died within the last minute returns to life with 1 HP. Requires a diamond worth 300 gp.
Cleric · Guardian · Druid
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
A corpse answers up to five questions with what it knew in life, for 10 minutes.
Cleric · Bard
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
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
Up to ten willing creatures can breathe underwater for 24 hours. Can be cast as a ritual.
Wizard · Druid · Ranger · Sorcerer
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
Teleport yourself and one willing creature to a spot within range.
Wizard · Bard · Sorcerer
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
Concentration, up to 1 minute. A creature becomes invisible even while it attacks or casts spells.
Wizard · Bard · Sorcerer
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
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
Concentration, up to 1 hour. The target has resistance to bludgeoning, piercing and slashing damage from non-magical attacks.
Wizard · Druid · Sorcerer · Ranger
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
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
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
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
Up to six creatures in a 30 ft radius each regain 3d8 + your casting modifier HP.
Cleric · Druid · Bard
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
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
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
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
A creature regains 70 HP and is cured of blindness, deafness and disease.
Cleric · Druid
For 1 hour the target sees through illusions, sees invisible creatures and notices secret doors within 120 ft.
Wizard · Cleric · Bard · Sorcerer
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
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 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
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
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
You can't hear and automatically fail checks that need hearing.
Ends: when the cause is removed
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
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
You can't take actions or reactions.
Ends: when the cause ends
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
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
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)
Disadvantage on attack rolls and ability checks.
Ends: after 1 hour, with antitoxin or a successful Constitution save
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
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
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
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
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
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
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
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
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
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
Your speed is halved, you take −2 to AC and Dexterity saves, and you can't take reactions.
Ends: when the effect ends
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
Add 1d4 to attack rolls and saving throws.
Ends: when the spell ends (up to 1 minute)
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
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
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
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
Attack rolls against you have disadvantage and you have advantage on Dexterity saves.
Ends: beginning of your next turn
| Name | Class | Damage | Range | Skill | Properties | Cost |
|---|---|---|---|---|---|---|
| Unarmed Strike | Light | 1d4 | close | Melee | unarmed | — |
| Dagger | Light | 1d4 | close | Melee | finesse, light, thrown (near) | 2 |
| Club | Light | 1d4 | close | Melee | light | — |
| Handaxe | Light | 1d6 | close | Melee | light, thrown (near) | 5 |
| Shortsword | Light | 1d6 | close | Melee | finesse, light | 10 |
| Rapier | Standard | 1d8 | close | Melee | finesse | 25 |
| Longsword | Standard | 1d8 | close | Melee | versatile (1d10) | 15 |
| Mace | Standard | 1d6 | close | Melee | — | 5 |
| Spear | Standard | 1d6 | close | Melee | thrown (near), versatile (1d8) | 1 |
| Quarterstaff | Standard | 1d6 | close | Melee | versatile (1d8) | — |
| Warhammer | Standard | 1d8 | close | Melee | versatile (1d10) | 15 |
| Greataxe | Massive | 1d12 | close | Melee | heavy, two-handed | 30 |
| Greatsword | Massive | 2d6 | close | Melee | heavy, two-handed | 50 |
| Sling | Ranged Light | 1d4 | near | Ranged | ammunition | 1 |
| Shortbow | Ranged Light | 1d6 | far | Ranged | ammunition, two-handed | 25 |
| Longbow | Ranged Heavy | 1d8 | distant | Ranged | ammunition, heavy, two-handed | 50 |
| Light Crossbow | Ranged Light | 1d8 | far | Ranged | ammunition, loading, two-handed | 25 |
| Heavy Crossbow | Ranged Heavy | 1d10 | far | Ranged | ammunition, heavy, loading, two-handed | 50 |
| Pistol | Ranged Light | 2d4 | near | Ranged | ammunition, loud, reload (12) | 250 |
| Shotgun | Ranged Heavy | 2d8 | near | Ranged | ammunition, loud, two-handed, reload (6) | 300 |
| Rifle | Ranged Heavy | 2d6 | distant | Ranged | ammunition, loud, two-handed, reload (10) | 400 |
| Energy Blaster | Ranged Light | 2d6 | far | Ranged | ammunition (power cell), sci-fi | 500 |
| Stun Baton | Light | 1d6 | close | Melee | light, sci-fi, stun | 150 |
| Whip | Light | 1d4 | close | Melee | finesse | 2 |
| Scimitar | Light | 1d6 | close | Melee | finesse, light | 25 |
| Machete | Light | 1d6 | close | Melee | light | 5 |
| Javelin | Light | 1d6 | close | Melee | thrown (near) | 1 |
| Sword Cane | Light | 1d6 | close | Melee | finesse, light | 40 |
| Battleaxe | Standard | 1d8 | close | Melee | versatile (1d10) | 10 |
| Morningstar | Standard | 1d8 | close | Melee | — | 15 |
| Trident | Standard | 1d6 | close | Melee | thrown (near), versatile (1d8) | 5 |
| Cutlass | Light | 1d6 | close | Melee | finesse, light | 15 |
| Halberd | Massive | 1d10 | close | Melee | heavy, two-handed | 20 |
| Maul | Massive | 2d6 | close | Melee | heavy, two-handed | 10 |
| Blowgun | Ranged Light | 1d4 | near | Ranged | ammunition, loading | 10 |
| Flintlock Pistol | Ranged Light | 1d10 | near | Ranged | ammunition, loud, loading, pirate, steampunk | 250 |
| Musket | Ranged Heavy | 1d12 | far | Ranged | ammunition, loud, loading, two-handed, pirate, steampunk | 500 |
| Revolver | Ranged Light | 2d4 | near | Ranged | ammunition, loud, reload (6), western, modern | 150 |
| Lever-Action Rifle | Ranged Heavy | 1d10 | far | Ranged | ammunition, loud, two-handed, reload (10), western | 200 |
| Combat Knife | Light | 1d4 | close | Melee | finesse, light, thrown (near), modern | 20 |
| Submachine Gun | Ranged Light | 2d6 | near | Ranged | ammunition, loud, two-handed, reload (12), modern | 800 |
| Taser | Ranged Light | 1d4 | near | Ranged | stun, modern | 100 |
| Monomolecular Blade | Light | 1d8 | close | Melee | finesse, sci-fi | 1000 |
| Plasma Rifle | Ranged Heavy | 2d8 | far | Ranged | ammunition (power cell), two-handed, sci-fi | 1500 |
| Smart Pistol | Ranged Light | 2d4 | near | Ranged | ammunition, loud, reload (12), cyberpunk | 600 |
| Pipe Rifle | Ranged Heavy | 1d10 | far | Ranged | ammunition, loud, loading, two-handed, post-apocalyptic | 60 |
| Name | Type | AC | Max DEX | Stealth | Cost |
|---|---|---|---|---|---|
| Padded Armor | Light | 11 + DEX | Full DEX | Disadvantage | 5 |
| Leather Armor | Light | 11 + DEX | Full DEX | — | 10 |
| Studded Leather | Light | 12 + DEX | Full DEX | — | 45 |
| Armored Jacket | Light | 12 + DEX | Full DEX | — | 200 |
| Hide Armor | Medium | 12 + DEX | +2 | — | 10 |
| Chain Shirt | Medium | 13 + DEX | +2 | — | 50 |
| Scale Mail | Medium | 14 + DEX | +2 | Disadvantage | 50 |
| Breastplate | Medium | 14 + DEX | +2 | — | 400 |
| Tactical Vest | Medium | 14 + DEX | +2 | — | 500 |
| Half Plate | Medium | 15 + DEX | +2 | Disadvantage | 750 |
| Ring Mail | Heavy | 14 | — | Disadvantage | 30 |
| Chain Mail | Heavy | 16 | — | Disadvantage | 75 |
| Splint Armor | Heavy | 17 | — | Disadvantage | 200 |
| Plate Armor | Heavy | 18 | — | Disadvantage | 1500 |
| Powered Combat Armor | Heavy | 18 | — | Disadvantage | 5000 |
| Shield | Shield | +2 | — | — | 10 |
| Riot Shield | Shield | +2 | — | — | 100 |
| Leather Duster | Light | 11 + DEX | Full DEX | — | 20 |
| Smart-Weave Bodysuit | Light | 12 + DEX | Full DEX | — | 900 |
| Subdermal Plating | Light | 12 + DEX | Full DEX | — | 2000 |
| Brigandine | Medium | 14 + DEX | +2 | — | 150 |
| Scrap Armor | Medium | 13 + DEX | +2 | Disadvantage | 25 |
| Clockwork Plate | Heavy | 17 | — | Disadvantage | 600 |
| Buckler | Shield | +1 | — | — | 5 |
| Tower Shield | Shield | +3 | — | Disadvantage | 40 |
| Wrist Shield Projector | Shield | +2 | — | — | 1200 |
| Name | Effect | Cost |
|---|---|---|
| Backpack | Holds about 30 pounds of gear. | 2 |
| Bedroll | Sleep comfortably outdoors. | 1 |
| Rope (50 ft) | Climb, tie and haul. Advantage on Athletics checks to climb when anchored. | 1 |
| Torch | Bright light out to 20 ft for 1 hour. Can be used as a club that deals 1 fire damage. | — |
| Lantern | Bright light out to 30 ft for 6 hours per flask of oil. | 5 |
| Flashlight | Bright light in a 60 ft beam. Batteries last about 10 hours. | 5 |
| Tinderbox | Light a fire in about a minute. | 1 |
| Rations (5 days) | Dry food for five days. | 3 |
| Waterskin | Holds a day of water. | 1 |
| Crowbar | Advantage on Strength checks where leverage helps (forcing doors, lifting lids). | 2 |
| Grappling Hook | Tie to a rope to anchor climbs. | 2 |
| Thieves' Tools | Required to pick locks and disarm traps with Sleight of Hand. | 25 |
| Healer's Kit | Stabilize a dying creature without a check, or add +2 to a Medicine check. Ten uses. | 5 |
| Tinker's Tool Kit | Required to build or repair gadgets and machines with Technology checks. | 50 |
| Herbalism Kit | Gather herbs and brew remedies; needed to craft healing potions. | 5 |
| Disguise Kit | Advantage on Deception checks to pass as someone else. | 25 |
| Musical Instrument | Lute, flute, drum or guitar. Needed for Performance with music; a bard's spellcasting focus. | 30 |
| Spellbook | Holds a wizard's spells. A wizard needs it to prepare spells after a long rest. | 50 |
| Arcane Focus | An orb, wand or crystal used to channel arcane spells. | 10 |
| Holy Symbol | An amulet or emblem used to channel divine spells. | 5 |
| Druidic Focus | A sprig of mistletoe, carved staff or totem used to channel nature magic. | 1 |
| Smartphone | Call, message, take photos and search the network. Advantage on Investigation checks with network access. | 300 |
| Multitool | Pliers, blades and drivers in one; counts as basic tools for quick repairs. | 20 |
| Turret Kit | A folding automated turret. Engineers deploy it as an action (see the Engineer class). | 200 |
| Bag of Salvage | Scrap 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 Cell | Powers an energy weapon for 20 shots. | 30 |
| Traveler's Clothes | Sturdy clothes for the road. | 2 |
| Fine Clothes | Advantage on the first Persuasion check with high society. | 15 |
| Signet Ring | Proof of noble family; seals letters. | 5 |
| Journal and Ink | Record notes, maps and clues. | 10 |
| Map | Advantage on Survival checks to navigate the mapped region. | 5 |
| Purse (15 gp) | Fifteen gold pieces or the local equivalent. | 15 |
| Trade Goods | Bolts of cloth, spices or other wares worth 25 gp. | 25 |
| Fishing Tackle | Catch enough fish for a day with a Survival check (DC 10). | 1 |
| Costume | A stage outfit; advantage on Performance checks that suit it. | 5 |
| Climbing Kit | Pitons, harness and gloves: advantage on Athletics checks to climb. | 25 |
| Spyglass | See far things up close; advantage on Perception checks at long range. | 100 |
| Compass | Always know north; with a map you rarely get lost. | 10 |
| Manacles | Restrain a creature; slipping free takes a DC 20 Acrobatics check. | 2 |
| Tent | A two-person tent; rest well even in foul weather. | 2 |
| Mess Kit | Pot, pan, bowl and spoon for hot meals on the road. | 1 |
| Whetstone | Keeps a blade sharp and quiet in the scabbard. | 1 |
| Shovel | Dig trenches, graves and buried treasure. | 2 |
| Dice or Cards | Pass the time, win a little coin; advantage on Insight checks to read someone you play against. | 1 |
| Lucky Charm | A coin, ribbon or rabbit's foot. No rules effect — but you feel lucky. | 1 |
| Forged Papers | Travel papers in a false name; a DC 15 Investigation check spots the forgery. | 50 |
| Riding Horse | A trained mount: travel twice as far each day on roads and trails. | 75 |
| Pocket Watch | Always know the time to the minute. | 25 |
| Sextant | Find your position from the stars; advantage on Survival checks to navigate at sea. | 50 |
| Binoculars | Advantage on Perception checks to spot things far away. | 50 |
| Walkie-Talkies (pair) | Two radios that reach about 3 km. | 100 |
| Laptop | Research, records and hacking; advantage on Technology checks with network access. | 800 |
| Night-Vision Goggles | See in darkness out to 60 ft, in shades of green. | 1000 |
| Gas Mask | Advantage on saves against gas, smoke and airborne toxins. | 50 |
| Camera | Photos as proof; a good shot can reveal a detail you missed. | 100 |
| Burner Phone | A cheap, untraceable phone. Throw it away after use. | 50 |
| Datapad | A handheld computer for maps, notes and messages. | 200 |
| Bio-Scanner | Detect life signs, energy and metal within 60 ft; advantage on Perception checks to find them. | 500 |
| Rebreather | Breathe underwater or in thin air for 1 hour. | 300 |
| Cyberdeck | A portable rig to dive into networks; needed to hack systems with Technology. | 1500 |
| Brass Goggles | Tinted lenses with flip-down magnifiers; advantage on checks to examine small mechanisms. | 15 |
| Lasso | Throw (near) to catch a creature or object: DC 13 Strength or Dexterity save or be restrained. | 1 |
| Geiger Counter | Clicks near radiation; you never walk into a hot zone unaware. | 100 |
| Water Purifier | Turns a day's worth of dirty water into safe water each hour. | 50 |
| Name | Effect | Cost |
|---|---|---|
| Potion of Healing | Drink as an action to regain 2d4 + 2 HP. | 50 |
| Potion of Greater Healing | Drink as an action to regain 4d4 + 4 HP. | 150 |
| Mana Potion | Drink as an action to regain 1d4 + 1 Mana. | 100 |
| Antitoxin | Advantage on saving throws against poison for 1 hour; ends the poisoned condition. | 50 |
| Alchemist's Fire | Throw (near). On a hit the target takes 1d4 fire damage and is burning. | 50 |
| Holy Water | Throw (near). Undead or fiends take 2d6 radiant damage on a hit. | 25 |
| Flask of Oil | Fuel a lantern for 6 hours, or splash and ignite for 5 fire damage. | 1 |
| Smoke Bomb | Fills a 20 ft area with thick smoke for 1 minute; everything inside is heavily obscured. | 25 |
| Caltrops | Cover a 5 ft square. Creatures entering must pass a DC 15 Dexterity save or take 1 damage and be slowed. | 1 |
| Stimpack | Inject as a bonus action to regain 2d4 + 2 HP. | 100 |
| First Aid Kit | Spend 1 minute to heal a creature 1d6 + its Constitution, or stabilize it. | 25 |
| Frag Grenade | Throw (near). Everything within 20 ft makes a DC 15 Dexterity save: 3d6 damage on a failure, half on a success. | 100 |
| Flashbang | Throw (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 Pills | Remove one level of exhaustion caused by radiation, or gain advantage on saves against radiation for 8 hours. | 30 |
| Bottle of Clean Water | A day of safe drinking water — precious in the wastes. | 5 |
| Bandages | Stop bleeding; the patient regains 1 HP after a minute of care. | 1 |
| Herbal Tonic | Regain 1d4 HP and gain advantage on your next Constitution save. | 10 |
| Smelling Salts | Wake a sleeping, fainted or dazed creature at once. | 5 |
| Basic Poison | Coat a weapon or 3 pieces of ammunition; the next hit deals +1d4 poison damage (DC 13 Constitution save negates). | 100 |
| Thunderstone | Throw (near). Creatures within 10 ft make a DC 13 Constitution save or are deafened for 1 minute. | 30 |
| Tanglefoot Bag | Throw (near). The target makes a DC 13 Dexterity save or is restrained until it breaks free (DC 13 Strength). | 50 |
| Potion of Heroism | Gain 10 temporary HP and add 1d4 to attacks and saves for 1 minute. | 180 |
| Bottle of Rum | Good for morale, bribes and cleaning wounds. | 2 |
| Powder Bomb | Throw (near). Everything within 10 ft makes a DC 13 Dexterity save: 3d6 fire damage on a failure, half on a success. | 75 |
| Adrenaline Shot | Bonus action: ignore one level of exhaustion and gain advantage on Strength checks for 1 minute. | 75 |
| Painkillers | For 1 hour, ignore the penalties of one painful wound. | 10 |
| Molotov Cocktail | Throw (near). The target takes 2d6 fire damage and the ground burns for 1 minute. | 5 |
| Med-Gel | Apply as an action to regain 3d4 + 3 HP. | 150 |
| EMP Grenade | Throw (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 |
| Level | XP | Proficiency | Talents | Attribute pts | Skill pts | Spells | Feature |
|---|---|---|---|---|---|---|---|
| 1 | 0 | — | — | — | — | — | Starting class features, talents and spells. |
| 2 | 300 | — | 1 | — | 1 | 1 | Gain a talent. |
| 3 | 900 | — | 1 | — | 1 | 1 | Gain a talent; casters can learn 3-Mana spells. |
| 4 | 2,700 | — | 1 | 1 | 1 | 1 | Attribute increase: +1 to one attribute (max +5). |
| 5 | 6,500 | — | 1 | — | 1 | 1 | Big power jump: martial classes get Extra Attack or an equivalent; casters reach 5-Mana spells. |
| 6 | 14,000 | — | 1 | — | 1 | 1 | Gain a talent. |
| 7 | 23,000 | — | 1 | — | 1 | 1 | Gain a talent; casters reach 6-Mana spells. |
| 8 | 34,000 | — | 1 | 1 | 1 | 1 | Attribute increase: +1 to one attribute (max +5). |
| 9 | 48,000 | — | 1 | — | 1 | 1 | Gain a talent; casters reach 7-Mana spells. |
| 10 | 64,000 | — | 1 | 1 | 2 | 1 | Capstone: +1 to one attribute and a final class talent. |
Swords, sorcery, old kingdoms and older monsters.
Heroic adventure with real danger. Magic is wondrous and a little frightening.
dungeon crawls · dragons and treasure · ancient curses · rival kingdoms · quests for lost relics
Starships, alien worlds, corporations and robots.
Big ideas and bigger guns. Space is vast, cold and full of opportunity.
first contact · corporate conspiracies · derelict ships · rebellion against an empire · frontier colonies
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.
urban fantasy · spy thrillers · heists · paranormal investigation · street-level vigilantes
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.
haunted places · cults · body horror · small-town secrets · cosmic dread
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.
scavenging the ruins · warring settlements · road battles · mutant beasts · rebuilding civilization
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.
airship voyages · rival inventors · smog-choked cities · colonial intrigue · runaway machines
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.
corporate heists · street gangs · rogue AIs · body modification · data theft
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.
outlaw hunts · railroad barons · gold rush towns · range wars · lonely trails
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.
treasure hunts · naval battles · cursed islands · mutiny · smuggling runs
Ancient myths: heroes, oracles, temples and meddling gods.
Epic and fateful. The gods watch, prophecies bind and glory outlives the hero.
quests set by the gods · monster hunts · prophecies · cursed bloodlines · voyages to the edge of the world
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.
murder cases · mob wars · corrupt cops · missing persons · blackmail