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CORE20 - Playtest Player - S Guide v1.01
CORE20 - Playtest Player - S Guide v1.01
CORE20 - Playtest Player - S Guide v1.01
Playtest Credits
Design and Writing
Scott Fitzgerald Gray
Cultural Consulting
James Mendez Hodes, Basil Wright
Front-Page Art
Xavier Beaudlet
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by
Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License
available at https://creativecommons.org/licenses/by/4.0/legalcode.
Table of Contents
Introduction ..................................................................... 1 Dice Etiquette ...................................................................................92
Players and Characters .......................................................................1 Shared Responsibilities ....................................................................93
Playing the Game ...............................................................................2 Giving Voice to the Game ...............................................................94
Adventures and Campaigns ..............................................................3 Session Zero ......................................................................................96
The World of Adventure ....................................................................4 Safety Tools .......................................................................................96
Three Sides to the Game ...................................................................4 Feat Index ..........................................................................................99
The First Rule.......................................................................................5 Chapter 6: Skills .......................................................... 100
Chapter 1: Building Your Character ................................. 6 What Do You Want to Do? ............................................................101
A Hero of Your Own ...........................................................................6 Skill Groups .....................................................................................101
Chapter by Chapter............................................................................7 Skill Checks ......................................................................................102
Feats and Feat Slots ...........................................................................9 Calling for Checks ...........................................................................104
Step-by-Step Characters..................................................................15 Measuring Skill Success .................................................................105
Iconic Builds ......................................................................................15 Unknown Skill Check DCs ..............................................................107
Feat Packages ...................................................................................22 Repeating Checks ...........................................................................107
Freeform Builds .................................................................................27 Skill Checks Without Rolls..............................................................107
Skill Assistance ................................................................................108
Chapter 2: Ability Scores ...............................................29
Group Skill Checks..........................................................................108
Strength (Str) .....................................................................................29 Complex Skill Checks .....................................................................108
Dexterity (Dex) ..................................................................................29 Using Skills .......................................................................................109
Constitution (Con) ............................................................................29 Acrobatics ........................................................................................111
Intelligence (Int) ................................................................................30 Athletics ...........................................................................................114
Wisdom (Wis) ....................................................................................30 Dungeoneering ...............................................................................117
Charisma (Cha) ..................................................................................30 Endurance........................................................................................120
Ability Modifiers ................................................................................31 Expertise ..........................................................................................124
Generating Ability Scores ................................................................31 Healing .............................................................................................126
Ability Score Feats ............................................................................32 Investigation ....................................................................................129
Feat Index ..........................................................................................33 Magic................................................................................................131
Ability Score Feats ............................................................................33 Nature ..............................................................................................134
Chapter 3: Lineages .......................................................34 Perception .......................................................................................137
Present and Past ...............................................................................35 Persuasion........................................................................................140
Lineage Traits ....................................................................................36 Stealth ..............................................................................................143
Lineage and Culture .........................................................................36 Thievery ............................................................................................146
Dwarves and Gnomes ......................................................................38 Personal Skill Groups......................................................................148
Elves, Halflings, and Humans ..........................................................43 Skill Feats .........................................................................................151
Essaruks and Orcs .............................................................................50 Feat Index ........................................................................................153
Goblins, Hobgoblins, and Bugbears ..............................................55 Chapter 7: Life and Adventuring ................................ 154
Kobolds and Lizardfolk ....................................................................62 Isheridar ...........................................................................................154
Lineage Feats ....................................................................................67 Creatures of the World ..................................................................160
Physical Attributes ............................................................................68 Languages .......................................................................................162
Character Age ...................................................................................68 Language Feats...............................................................................168
Feat Index ..........................................................................................70 Movement .......................................................................................169
Chapter 4: Backgrounds ................................................71 Tactical Movement .........................................................................169
Background Benefits ........................................................................71 Local Movement .............................................................................173
Common Background Benefits .......................................................72 Overland Movement ......................................................................173
Character Backgrounds ...................................................................72 Aerial Movement ............................................................................175
Background Feats .............................................................................76 Movement Feats .............................................................................176
Alignment ..........................................................................................77 Observation and Awareness..........................................................177
Feat Index ..........................................................................................80 Environment and Terrain ...............................................................178
Environment and Terrain Feats .....................................................181
Chapter 5: Playing the Game .........................................81
Pestilence.........................................................................................183
Using the Rules .................................................................................81 Poison...............................................................................................186
Using Dice .........................................................................................81 Hazards ............................................................................................188
Measuring Success ...........................................................................82 Traps.................................................................................................192
Roll Play or Roleplay? .......................................................................83 Time in the Game ...........................................................................196
Bonuses, Boons, and Advantage ....................................................83 Campaign Downtime .....................................................................197
Actions ...............................................................................................84 Character Upkeep...........................................................................198
Action Points .....................................................................................89 Special Companions.......................................................................200
Action Point Feats ............................................................................90 Companion Creature Feats ...........................................................200
Running the Game............................................................................91
The Rules of the Table .....................................................................92
Table of Contents
about the scene, by sharing thoughts and information with other the characters travel to an old underground ruin, search around
players, or by deciding what action they want to undertake, then it for the hidden entrance, investigate that entrance to clear it of
taking that action to push the story forward. Sometimes players traps and dangerous magic, and then plan their incursion within.
make their decisions on their own, especially at points when Some GMs like to run prewritten adventures, usually modifying
each character is acting independently. But often, the players them to make them better fit the overall campaign, and to make
work together to make a decision for the whole party that
everyone agrees on. When the players decide on their Shvaugn (the GM): Round 3. The fire has spread from the barn to
characters’ actions, the GM might describe what happens as a the closest house. Naylan is up.
result, might ask a player to roll dice to assess their character’s David (playing Naylan, an elf archer): Naylan is getting away from
success at what they want to do, or might roll dice themself to these ogre cultists before she gets pancaked.
determine the outcome of the intended action.
Ron (playing Clarice, a lizardfolk warrior/healer): We can take
them. Clarice will be there on my turn for backup.
Adventures and Campaigns David: I’m down to 8 critical points. You take them on your turn. I’m
taking the exit on my turn.
A roleplaying game has no set ending like a board game or
video game. There are no specific conditions announcing that Sheri (playing Haistler, a kobold arcane caster): I’m hitting them
you and the other players have won. Rather, an RPG plays out with stinking cloud this round. Neither of you want to be anywhere
like a TV show or online drama series. The equivalent of an near them.
episode is a session of your game — one small piece of the David: Even better, then. I’m going to shift back 20 feet. I can’t
story told in a limited amount of time, usually a few hours of afford opportunity attacks from either of them. That gets me out of
playing. As the sessions of your game connect up, they tell a their reach?
larger story usually called an adventure — the equivalent of a Shvaugn: They’ve only got 10 feet. You’re good.
full season of a show or series. Then each adventure in turn
David: Then I’m going to use my haste for an extra move. I want to
connects to the next adventure to create the campaign — the
go back to that shed, then straight up onto the roof. Do I have
equivalent of the entire story of a series or show, from beginning enough movement?
to end. An RPG campaign is a shared narrative that usually starts
with the characters as novices or first-time adventurers, and Shvaugn: Your speed’s 40 feet? You should be good to get to the
edge of the roof. But climbing with the longbow in your hand is
which ends with them as heroes.
going to be tricky. I’d say DC 22 to get up and onto the roof one-
Chapter 5/Running the Game (90) handed.
Some adventures are short, playing out in just a few game David: What if I toss the bow up onto the roof first?
sessions — or even a single session. Other adventures might Shvaugn: That’ll work, but you’ll need two checks. DC 14 to get the
take a dozen sessions or more to play. An adventure brings bow where you want it. Then that’ll drop the climb to DC 17.
together the details of an exciting setting, a cast of helpful [David rolls two Acrobatics skill checks — one to cover Naylan
nonplayer characters, and a roster of villains and creatures to throwing the bow up and ahead of her while she sprints for the
oppose the player characters. Adventures are built up from shed, and another check to make the climb.]
scenes just like a story is, with those scenes often called
David: That’s a 20 for the bow… and a 15 for the climb. Can I make
‘encounters.’ An encounter might focus on combat, social it up with a light stumble?
interaction, investigation, travel, and countless other activities.
Some scenes focus on a single type of action, such as a combat Shvaugn: More like a face plant. You make it up onto the roof okay,
but you lose your footing as you go and slam yourself for…
encounter in which the characters go toe-to-toe with a gang of
trolls trying to take over the city sewers. Other scenes might [Shvaugn rolls the damage, having decided that’s the
move around to incorporate many different types of action, as consequence for a skill check that isn’t a clear success.]
…2 bludgeoning damage. Your bow’s there, but you’ll need to use
your minor action to grab it.
Cross References David: I do that. Then I’ve got my action left. One shot at the ogre
Throughout the Player’s Guide, cross references will point out
places where additional information can be found on specific topics, that hammered me last time. I’m outside Point Blank Shot range, so
either elsewhere in this book or in other CORE20 books. Cross I’m going to use Potent Shot for favored damage. And I’m using my
references appear beneath specific topics the first time a topic is action point for advantage so I can use Sneak Shot.
mentioned in a section or subsection. If you don’t see a cross- Shvaugn: Pulling out all the stops.
reference to an unfamiliar term, look to see whether that term has [Shvaugn rolls the ogre’s defense.]
been cross-referenced somewhere above and nearby in the text.
That’s a 23 defense. Go for it.
You can also check the index at the back of this book for topics and
unfamiliar terms. [David makes the attack roll, rolling the d20 twice for
advantage — and rolls a 20 on one die.]
When a cross reference directs you to another chapter in the
Player’s Guide, that chapter appears first, followed by a section David: Natural 20 crit! That’s a 29.
reference and a page number. If no chapter reference appears Ron: There we go. Good plan backing up, just like I said.
alongside a section and page number, that section is part of the
Shvaugn: Solid hit! What’s the damage?
current chapter. If a section reference appears on its own with no
page number, that section is in the same set of pages where the David: Max favored damage! That’s 8 plus 8, plus 7 from Sneak
cross reference appears. Shot — 23 crit damage plus another 3 defense points.
A cross reference might instead direct you to one of the other main Shvaugn: Except the one that hit you last time was already bloodied
books of the CORE20 RPG — the Campaign Handbook, the by Haistler’s fireball. So that’s 26 damage total against the 21 critical
Creature Compendium, or the Magic Grimoire. points the ogre had left. And they go down!
them more fun for the players. Other GMs write down the ideas
for adventures themselves, either doing up a detailed adventure The World of Adventure
plan or just writing brief notes and building up the details while CORE20 is a fantasy roleplaying game, but ‘fantasy’ covers a
playing. Wherever an adventure comes from, though, it only wide range of stories and storytelling styles. In its focus on the
ever sets up a framework for a story. The GM and the players types of combat and the magic that reflect the many mythical
then build on that framework to bring the full story to life. ages of our own world, CORE20 is built on a foundation of two
Campaign Handbook/Crafting Adventures types of storytelling — epic fantasy, and sword and sorcery.
Both are forms of fantasy set in a fictional world that is similar to
our own world in the past, but which is made different by the
Time and Pacing presence of fantastic creatures and magic. Epic fantasy tells the
Just as in a book or a film, the passage of time in an adventure stories of heroes fighting against forces of evil or destruction.
or campaign can depend on the shape and form of the story Sword and sorcery instead features characters more concerned
being told. Weeks or even months of campaign time might pass with staying alive and getting rich. Many great fantasy RPG
in just a few minutes of game time when the GM and the players campaigns have been built around these two types of
summarize events like long-distance travel or making storytelling. Some focus on clever adventurers driven to explore
preparations for a complicated dungeon expedition. Time often dungeons, hunt dangerous foes, and reap the rewards. Others
moves quickly during campaign downtime, which lets the focus on steadfast heroes facing off against world-ending evil.
characters heal up, work, do research, or deal with mundane And many campaigns focus on how characters who start out
business. only as treasure hunters can grow into true heroes in the end.
Chapter 7/Campaign Downtime (194) However, just as there are no real constraints on the characters
you can play in the game, there are no limitations on the stories
While the characters are engaged in exploration, investigation, you can tell in the game. A CORE20 campaign can easily ignore
or social interaction, campaign time passes more slowly relative fighting threats or defying evil in favor of telling other stories.
to game time. An hour of playing time for the players might run Many fantasy stories focus on politics or romance, creating
close to an hour of game time for their characters, as the party conflict from the interactions between characters rather than the
engages in cautious and time-consuming activities. Scenes in plots and perils of villains. A campaign might also use a familiar-
which the characters are engaging in conversation with the feeling fantasy world but ignore the usual themes of epic fantasy
NPCs often make playing the game and the story of the game or sword and sorcery, focusing instead on heist and crime
run mostly in sync. adventures, tales of exploration, war stories, life at a school of
When the characters are in combat or engaging in other time- magic, or any other narrative that the imagination of the players
sensitive events, time in the campaign runs at its slowest in and the GM can come up with.
comparison to playing time. Focusing individually on each Some GMs like to set up their campaigns in published worlds.
character (even as the GM focuses individually on many of the Published campaign settings create a framework of location,
creatures and NPCs) means that an hour or more of playing time history, and culture that the GM can draw on as a foundation for
might end up covering less than a minute of game time. their campaigns. Other GMs like to create their own worlds,
The overall length of a campaign depends on the story that the bringing the history, culture, and conflicts of those worlds to life
GM and the players want to tell, but it might run to months or wholly on their own. But whatever approach a GM takes, the
even a year or more of weekly game sessions. Throughout the world of the campaign only fully comes to life when the
campaign, the characters face adversity and conflict, whether characters come to life within it.
from fighting dangerous creatures, trying to stay alive in hostile
cities, dungeons, or wilderness, needing to not upset a
unpredictable monarch, or whatever other threats the GM sets
Making Things Real
There are nearly as many ways to play an RPG as there are
out for them to face. Characters might even die during the
stories to be told in RPGs. Some people play in person, getting
campaign, either to be magically raised from the dead or
together regularly around a gaming table to share stories and
replaced with a new character and avenged by their friends. But
have fun. Other people play online, using video chat and
however the campaign progresses, the story it tells becomes a
sometimes special gaming websites to connect virtually with
record of the excitement shared by all the players in the game,
each other, no matter where they are. Because the game takes
session after session.
place in the imaginations of the players and the GM, it’s
possible to play with nothing except notes about the story and
Dice the characters. Everything that happens plays out as the
Much of the time, characters can simply decide what they want to descriptions and actions described by the GM and the players,
do, with the player and the GM determining what steps the in a process often called “theater of the mind.” Sometimes,
character needs to take to be successful. Other times, particularly though, the GM uses maps and handouts to give the players a
when the characters are working against other creatures or outside stronger sense of what’s going on. Games that focus on combat
forces and the stakes for failure are high, the GM asks for dice rolls often make use of maps, with the characters and their foes
to determine what happens. represented by miniature figures or tokens in a tabletop game,
Chapter 5/Using Dice (80) or by icons in an online game. This can help the players bring
Each player in a game needs access to dice, whether those are the the action to life in their minds, letting them plan their
physical polyhedral dice that are used in many RPGs, or some sort of characters’ tactics exactly as if they were there.
digital dice app. Some GMs and players love to fully take on the persona of the
characters they’re portraying, using different voices, accents, or
mannerisms to bring a character to life like an actor in a play.
Some GMs and players prefer to talk about the characters
they’re portraying as separate people, like the narrator in a that’s almost all monstrous combat, or a mystery investigation or
book. There’s no one right or wrong way to play a character, social intrigue campaign where the characters don’t even carry
and you can choose whichever approach feels right to you. weapons. But in most cases, a game shifts between different
Many players find that they switch from one mode to the other, sides of the triangle at different points, focusing on one aspect
talking about their character during exploration or combat, but before swinging away toward another. Over time, most games
then becoming their character during social interaction with play out as a balance between engagement, interaction, and
other characters and NPCs. combat, creating an experience that is greater than any of those
three aspects on its own.
Combat
Carrying on from interaction, combat covers scenarios that can’t
be resolved by talking. Sometimes the characters are caught by
surprise and must fight for their lives when a troglodyte pack
springs an ambush attack. Sometimes the characters are the
ones setting the ambush, as they lay traps, prepare magic, and
lie in wait for a dragon that they know can’t be defeated in a
straight-up fight. Sometimes a bout of combat is meant to force
a would-be foe to stand down. Sometimes a battle against evil
must be fought to the bitter end. But in all cases, the combat
side of the game is usually the most rules-intensive, and usually
makes for high drama.
chapters of the book, alongside the rules for playing the game. Some players like to choose a lineage first, then use that lineage
For example, skill feats are found in “Chapter 6: Skills,” combat as the foundation for the character they want to play. Other
feats are in “Chapter 9: Combat,” and so on. players like to decide first whether their character is focused on
skill use, combat, magic, or some other aspect of the game,
Chapter by Chapter then choose a lineage that offers interesting ways to bring that
concept to life.
This Player’s Guide is organized chapter by chapter around all
To help you build a new character quickly, Chapter 3 provides
the different steps you take and the choices you make when
suggestions for selecting lineage traits for each of the twelve
building your character. As you read through the book or flip
lineages.
back and forth between different chapters, you’ll note this
organization at work, and how it reflects the different Chapter 3/Fast-Start: Lineage sidebar (34)
components of your character.
Three Approaches to Character Building
Ability Scores The CORE20 system provides the widest possible range of options
Your character has six ability scores that describe their overall for creating a character. But sometimes a large number of options
physical and mental potential — Strength, Dexterity, can be tough to wade through for beginning players, or for players
Constitution, Intelligence, Wisdom, and Charisma. Each of your who want to quickly make a new character and get right into the
ability scores starts out in a range from 3 to 18. “Chapter 2: game, rather than spending a big chunk of their first game session
on character creation.
Ability Scores” talks more about the six ability scores, and
presents a number of different ways to generate those scores The second half of this chapter details three approaches to building
for your character. The GM will tell you whether you should use your character, all designed to make the process as easy as it can
the standard ability score array (a fixed set of numbers that you be. Whether you’re a first-time player or a veteran of many games,
assign to each of your abilities), choose your ability scores using you can choose any of these three different approaches to character
a point-buy system, or roll for them using dice. (For beginning creation, running from easiest to most complex:
players, using the standard array is faster and gives you a strong • Building a character around one of the familiar archetypal roles of
starting point for your character.) fantasy gaming — warrior, healer, protector, mage, scoundrel, and
more.
Chapter 2/Ability Scores (29) • Assembling a character from preset feat packages that allow you
Once you have your ability scores, you’ll think about how you to focus on the general areas of your character’s capability — skills
want to arrange them. For a character focused on combat with and special features, defenses and armor, weapons and combat,
weapons such as swords and axes, Strength is most important. magic and spellcasting, and more.
For a character specializing in ranged combat with a bow or • A freeform approach that allows you to create a customized
crossbow, Dexterity is most important. Constitution is important character taking full advantage of the flexibility of the CORE20
for warrior characters of any sort, or for any other character who rules.
plans on getting into combat regularly. For a spellcaster Step-by-Step Characters (15)
character, Intelligence, Wisdom, or Charisma is most important,
depending on whether you wish to channel arcane magic,
animys or druidas magic, or psionic magic. (Psionic magic is part Background
of the CORE20 system but not part of these core rules.) Your character’s background, discussed in “Chapter 4:
Backgrounds,” defines the dominant aspect of how they’ve
CORE20 Psionics Companion
lived their life. Nine backgrounds — criminal, exile, gentry,
If you want to build a new character quickly, Chapter 2 offers magical, military, outlander, rural, wanderer, and urban — each
guidelines for arranging ability scores for a number of different provide a number of traits and features for your character,
types of characters. including ability score improvements and bonuses to
Chapter 2/Fast-Start: Ability Scores sidebar (29) background-related skills.
Chapter 4/Backgrounds (70)
Lineage When you select your background, record the ability score
Twelve expansive lineages make up the worldborn peoples of improvements you take for the background, alongside the
the game, and characters in a campaign can hail from any of ability scores you generated for your character. Also note the
those worldborn lines — dwarves and gnomes, elves, halflings, feats you gained using bonus feat slots for from your
and humans, essaruks and orcs, goblins, hobgoblins, and background, which you’ll add to your character’s starting feats.
bugbears, and kobolds and lizardfolk. [“Worldborn” in CORE20 To help you build a new character quickly, Chapter 4 suggests a
replaces “humanoid” as it’s used in other game systems, so that number of backgrounds and background traits suitable to a
the majority of the peoples of the world aren’t being constantly wide range of characters.
and explicitly compared to a minority human baseline.] Each
lineage is detailed in “Chapter 3: Lineages,” which sets out the Chapter 4/Fast-Start: Backgrounds sidebar (70)
different lineage traits you can select for your character —
special features that provide game benefits, unique abilities,
and a sense of your character’s heritage and their place in the
world. [The initial release of the game is focused on the twelve
worldborn lineages, with playable lineages for fey and other
wondrous folk planned for later.]
Chapter 3/Lineages (34)
Starting characters can take only first-tier feats, with a cost of 1 Delaying starting feats is useful for characters who want to take
feat slot. (Many feats can be taken only once, meaning they specific feats that might not be available to them given their
have only that first-tier cost.) In addition to limiting the number backstory. If you want to create a warrior–wizard who fled a
of times a character can take a specific feat, this also puts certain family where magic was frowned upon or forbidden, you can
feats beyond the reach of starting characters. For example, leave the starting feat slots a character would use for
another feat called Skill Specialization has a prerequisite spellcasting untaken, then use those feat slots alongside other
indicating it can be taken only by a character who has taken Skill earned feat slots to make learning the arcane arts the focus of
Focus four times. Because a starting character can’t take Skill your character’s initial adventures.
Focus four times (with that fourth time costing 2 feat slots), a
starting character can’t take Skill Specialization either, even
though taking that feat for the first time costs only 1 feat slot.
Earned Feats
Once your character begins adventuring, they add to their initial
As your starting character earns adventuring and campaign feat bank of starting feats with feats earned as the campaign
slots, you can use those feat slots to select second-tier feats progresses. Feats gained during the campaign are earned in
(and later, third-tier feats) as you choose. two different ways — as campaign feat slots or as adventuring
feat slots, each of which represents a different process of
Veteran Characters learning, training, and improving a character’s talents and
Sometimes, a character needs to be created with more than 20 knowledge. The GM determines the rate at which characters
starting feat slots, either because a new player is joining an earn feat slots, as well as the overall number of feat slots of each
established campaign, or because a player needs to replace a type that can be earned as the campaign progresses. But these
character who has retired or died. In those circumstances, the numbers are subject to an overall limitation that a character can
earn a maximum of 10 feat slots per campaign year.
Neophyte Characters When a character gains feat slots in the course of the campaign,
those feat slots are used to select feats. Selecting new feats
The idea that a character’s 20 starting feat slots represent the sum of
their learning from a young age can inspire a unique campaign in always takes place during campaign downtime, representing a
which characters start as children or adolescents, then play through kind of capstone to the work, training, or adventuring a
the acquisition of their starting feats as they earn them with character has previously undertaken. You can select new feats
campaign feat slots or adventuring feat slots. using as many feat slots as you have available during any
downtime, and can select any feats for which you meet the
The adventures that can be safely undertaken by such relatively prerequisites, with none of the tier restrictions imposed on
weak characters must be carefully designed, and smart neophyte starting feats.
characters quickly learn to meet the most serious challenges
intelligently and obliquely rather than head-on. Such a campaign Chapter 7/Campaign Downtime (194)
isn’t to everyone’s tastes, but it can provide an interesting
alternative to the norm — and a wealth of roleplaying potential.
The Well-Rounded Character
character’s first 20 feat slots (plus bonus feat slots) are selected Feats represent the learned experience through which your
character defines their life and goals, beginning with the starting
using the usual limitation of first-tier feats only. Any additional
feats that shape your initial place in the campaign. You are always
feat slots can then be used without restriction, exactly as if the
free to define your character’s backstory the way you want, and to
character had earned those feat slots during the campaign.
freely select the feats that fit that backstory. However, all players
Earned Feats (10) should be wary of keeping their characters’ range of experience too
narrow.
Higher-Powered Starting Characters In simple terms, characters shouldn’t focus all their feats into a
single area of experience. Legendary warriors, spellcasters,
For a high-powered campaign, the GM might decide to lift the
investigators, scoundrels, and explorers are typically not characters
restriction that starting characters can take only first-tier feats.
who excel at only one thing. Rather, the most successful characters
This usually means allowing a small number of second-tier feats
balance their capabilities across a number of areas, and can call on
to be selected with a character’s starting feat slots, reflecting
those capabilities under a wide range of circumstances.
that circumstances have granted the character an exceptional
amount of aptitude or skill. For example, if you wanted to play a A warrior who takes nothing but weapon, defense, and hit point
feats from character creation onward can quickly become a
retired veteran warrior as a starting character, it makes sense
formidable combatant, able to dish out and sustain vast amounts of
that you might have access to some of the many specialized
damage. Likewise, a character who forgoes choosing feats that
weapon feats and combat style feats not usually available to
boost her hit points, defenses, and skills to throw all her feat slots
starting characters, marking your past experience as a combat
into magic can become a potent spellcaster in a relatively short
specialist. period of game time. However, such characters run the risk of being
overwhelmed by an adventuring environment that tasks all their
Delayed Starting Feats capabilities, not just the few they’ve chosen to excel at.
When creating a character, you can choose to not fill out that The warrior above might be all but unbeatable in combat against
character’s full slate of starting feats, reserving some feat slots even the most powerful threats. However, they run a significant risk
for later use. You can then use those unused feat slots at the of getting caught out by their minimal Athletics check and even
same time you use feat slots earned during the campaign. lower Reflex save whenever they have to jump over a pit. The
Thematically, your character enters the game slightly less focused spellcaster has access to plenty of powerful magic. But
experienced than your fellow party members, but will quickly she’s in serious trouble the first time she’s surrounded by enemies
catch up through the process of adventuring. and lacks the hit points and basic combat training necessary to
defend herself.
Feat Breakdown
In the chapters that follow, the CORE20 rules are broken out so that Benefit
you don’t need to worry about the mechanics of feats and feat slots The benefit section of a feat explains what the feat does for your
right away. Instead, you’ll focus on the basic questions of who your character in the game. Some feats grant improvements to dice rolls,
character is and what you want them to do, using your answers to or make you better at certain actions. Other feats let you perform
those questions to think about what feats to select. If you create a actions that characters without the feat can’t perform, or make you
starting character using the iconic character builds or feat packages less susceptible to specific dangers.
in this chapter, you can use the quick feat descriptions in those
sections without digging into the full descriptions in later chapters. Mastery and Feat Slot Cost
Step-by-Step Characters (15) The mastery section of a feat description indicates how many times
you can take the feat, and at what feat slot cost. Many feats can be
For when you are ready to dig into feats, this section breaks down taken only once, granting you knowledge or training that you either
how feats are set up by examining Skill Focus — a feat that have or don’t have. Feats that can be taken more than once
represents your character’s training with the skills in a specific skill represent knowledge or training that lets you build on your previous
group. Skill groups represent a collection of activities and talents that experience. Skill Focus is a feat you can take nine times for a skill
you want your character to be good at. Skill Focus grants a bonus to group, providing nine levels of improvement to your skill checks
your skill checks, increasing your chances of success at certain tasks. (from +1 to +9) within that group.
Chapter 6/Skill Focus (148) With just a few exceptions, all feats have a base cost of 1 feat slot.
Becoming adept with your signature skills, gaining familiarity with
Skill Focus favorite weapons, learning to use armor, mastering a special combat
trick, increasing your physical resilience, channeling eldritch power,
You increase your mastery of a group of related skills.
then gaining the knowledge and power to cast spells — all these
Prerequisites: — things require the same amount of initial training and effort.
Benefit: Choose a skill group. You gain a +1 bonus to checks
with all skills of that skill group.
Times Taken
The number of times a feat is taken by a character is sometimes
Mastery: You can take a first instance of this feat multiple referred to as the number of instances you’ve taken of the feat.
times. Each time you do so, you take it for a different chosen When you take a feat for the first time — the first instance of the
skill group. feat — it’s noted as “×1.” Taking the feat for a second time is noted
as “×2,” and so on. For feats that can be taken more than once,
You can take this feat nine times for a single skill group,
additional instances beyond the first eventually incur a higher feat
increasing the bonus to a maximum +9.
slot cost. Feats that provide an escalating benefit (including many
Feat Slot Cost 1 2 3 skill-related, weapon-related, defensive bonus, and spellcasting
Times Taken 1–3 4–6 7–9 feats) become more expensive the more times you take them.
In real-world terms, becoming good at something always requires
Feat Name training and hard work. But becoming an expert at something
requires even more training, and typically takes more time than just
The name of each feat provides a general sense of what it does.
becoming good. Likewise, pushing even farther to become a master
Below the name is a bit of descriptive text providing an in-game
at something takes more training, more work, and more time still.
sense of what the feat represents for your character.
The feat slot cost for Skill Focus tells you that taking that feat three
Prerequisites times for a chosen skill group costs the baseline 1 feat slot each time.
Some feats have prerequisites that your character must meet before Those three instances are known as the first tier of the feat. Each
the feat can be taken — either another feat or a minimum ability time you take Skill Focus, it grants you a +1 bonus to skill checks
score. Skill Focus has no prerequisites, meaning any character can within the chosen group, so taking the feat three times would
take it. But the Skill Specialization feat, which improves your increase your bonus from +1, to +2, then +3.
character’s prowess with a specific skill within a skill group, has a Taking four through six instances of Skill Focus costs 2 feat slots each
prerequisite of “Skill Focus (chosen skill group) ×4.” This means you time. This is the second tier of the feat, covering a +4 through +6
must take Skill Focus four times before you can take Skill bonus to skill checks, and reflecting that it’s more difficult for your
Specialization for the first time. The Controlled Fall feat has a character to improve on their performance once a certain level of
prerequisite of “Dexterity 13+.” That feat lets your character shrug aptitude is attained. At tier 3 of Skill Focus, seven through nine
off damage from a fall, but requires natural quickness to take it. instances costs 3 feat slots each time, granting a +7 through +9
Chapter 2/Ability Scores (29) bonus to skill checks. This reflects how characters who strive for true
Chapter 6/Skill Specialization (149) mastery must dedicate themselves even more to training and focus.
Chapter 7/Controlled Fall (173)
“Chosen” Feats
Some prerequisites note more specific requirements. For example, Some feats are taken for a chosen skill group, a chosen weapon
the Far Shot feat has a prerequisite of “Weapon Focus (group with a group, a chosen weapon, a chosen sphere of magic, and so on. Such
ranged or thrown weapon) ×1.” Weapon Focus is a feat built around feats are kept track of separately for each chosen aspect they are
a similar mechanic to Skill Focus, and which grants a bonus to your taken for, so that a character takes additional instances of the feat
attack rolls for a related group of weapons. A character who has separately for different choices. If a character takes Skill Focus
taken Weapon Focus for the dagger group (which includes weapons (Acrobatics) three times and Skill Focus (Expertise) three times, this
that can be thrown) can take Far Shot, but a character with Weapon counts as three instances of the feat for each of those skill groups,
Focus for the heavy sword group can’t. costing a total of 6 feat slots. The character has taken Skill Focus
Chapter 8/Weapon Feats (287) (Acrobatics) ×3 and Skill Focus (Expertise) ×3, not Skill Focus ×6.
can also adjust the per-session rate of feat slot rewards for
Campaign Feat Slots marathon campaigns where a single session usually clocks over
By working diligently at the vocation, education, pastimes, or to double-digit hours, or for campaigns featuring short-but-
interests that make up life, a character gets incrementally better intense sessions quickly put together over a lunch hour.
at what they do over time. By engaging in their established
areas of experience or by undertaking training in some new Maximum Expectations
area, a character seeks to expand what they know and do. There is no specific limit to the number of adventuring feat slots
Campaign feat slots represent both those paths of learning. a character can earn as the campaign progresses, but that
Simply by virtue of the passage of campaign time, a character number is subject to the maximum of 10 total feat slots per year
can earn up to 4 campaign feat slots per campaign year. The of campaign time. For characters who gain a maximum of 4
maximum of 4 campaign feat slots per year represents an campaign feat slots per year, earning up to 6 additional
exceptional character wholly engaged with and dedicated to adventuring feat slots per year represents how adventuring
their vocation, pastimes, and interests. By contrast, a character characters have more opportunities to hone their talents and
earning 1 campaign feat slot per year represents someone abilities than characters engaged in even the best effort of their
involved in a vocation or pastime with only a minimal amount of day-to-day lives.
dedication. Such a character might be part of a campaign with The maximum of 10 feat slots that a character can earn per year
extended downtime featuring little opportunity for work or of campaign time is just that — a maximum. There’s no
advancement. Alternatively, characters who do so much expectation that each year of game time should generate that
adventuring that they give themselves no chance for campaign specific number of feat slots, and players should respect the
downtime might also earn few campaign feat slots. GM’s decisions about how many feat slots are awarded year-to-
Adventuring Feat Slots (12) year in the campaign.
Unless the GM determines that circumstances dictate otherwise, Even in the most high-energy, high-adventure campaign, it’s
player characters should usually gain the maximum 4 campaign equally important to remember that the maximum of 10 total
feat slots per year, as it is assumed that such characters remain feat slots per year remains in effect. Unless a group of players
focused on their goals even between adventures. Exceptions to have made a specific choice for a game with faster-than-usual
this might include situations such as imprisonment or magical
stasis, or a character suffering a crisis of faith that leaves them
adrift and aimless for a prolonged period. However, such
Tales of Maximized Adventure
As with any tabletop roleplaying game, the rules of the game are
circumstances should come into play only with agreement
always open to modification to line them up with what the players
between players and GM. and the GM want to do. One of the easiest changes to make to a
The GM decides when to award campaign feat slots, which can CORE20 game is dialing up the progression of character
be used during any downtime. But for ease and consistency, advancement by raising the number of starting feat slots, increasing
those feat slots can be awarded and used during the campaign the frequency at which characters earn feat slots, ignoring any
downtime closest to the start of each of the four seasons — in maximums for earned feat slots tied to campaign time — or any and
spring, summer, autumn, and winter. all of the above at once.
The default rate of advancement in CORE20 lends itself to extended
Adventuring Feat Slots campaign stories, and to holding characters in the sweet spot where
The diligent pursuit of day-to-day activities can lead to self- their abilities and magic let them perform great deeds without
improvement well enough. But for gaining real experience, becoming overwhelming. But a campaign in which characters earn
nothing beats characters routinely throwing themselves into adventuring feat slots every session makes for an exciting
superheroic fantasy game, perfect for players who get the most out
dangerous situations, consistently pushing the limits of their
of that style of RPG.
magic, and accepting sometimes-deadly risk in the pursuit of
excellence, glory, and wealth.
advancement, characters can’t earn more than 6 adventuring
Adventuring feat slots are earned by characters actively feat slots in a year in which they earn the maximum 4 campaign
adventuring or undertaking similar types of unusual and high- feat slots.
risk activities. By engaging in such activities, whether in the form
of travel through dangerous lands, undertaking risky exploration
or experimentation, or standing fast in fights against a never-
Feat Slots and the Campaign
The breakdown of campaign feat slots and adventuring feat
ending array of foes, a character earns 1 adventuring feat slot
slots can lend a distinct feel to different types of campaigns —
every three to five gaming sessions.
or even to different parts of the same campaign. A campaign
Because of how many varied styles of play different campaigns that strikes a balance between adventuring, exploration, and
can incorporate, there’s no specific connection between downtime might award 4 campaign feat slots and 4 adventuring
adventuring feat slots and campaign time, numbers of feat slots per year. A campaign focused on high adventure
encounters, foes defeated, or any other in-game mechanics. An might award 2 campaign feat slots and 6 adventuring feat slots
adventuring feat slot simply represents a milestone amount of in a year, as the characters face greater numbers of challenges
experience, learning, and new insight, no matter whether your interrupted by less frequent rest and travel time. In a year of
gaming sessions are mostly catastrophic combat accounting for campaign time built around a civil war, a magical cataclysm, or
60 seconds of game time per week, or complex scenarios of some other epic event, characters might earn 10 adventuring
travel and roleplaying covering six months at a time in the feat slots and no campaign feat slots, reflecting that the frenzied
campaign. pace of their world offers maximum reward for facing danger,
The GM decides when to award adventuring feat slots, which but little opportunity for the regular challenges of life.
can then be used during the characters’ next downtime. A GM
This iconic build works best with a high Wisdom score, and
Step-by-Step Characters either a high Strength or Constitution score. To play an animyst,
choose the following as your starting feats.
The next three sections of this chapter present three different
approaches to building a character by selecting your starting
feats. Each approach makes full use of the CORE20 rules, but Spellcasting Feats
offers a different balance of ease and flexibility. When you’re Eldritch Spirit (animys) ×1: You channel the power of animys
done selecting feats, you add your feat selection to the choices magic.
made for your lineage and background, select your equipment Chapter 10/Spellcasting Feats (322)
and spells, as appropriate, and your character is ready to play.
Spellcaster (animys) ×1: You can cast animys spells.
Choosing an iconic build for your character is the easiest
approach, allowing you to adopt a preset selection of feats that Spell Mastery (animys) ×2: You are caster level 2, and can cast
create an archetypal fantasy hero. For more flexibility in building animys spells of 2nd level or lower.
your character, choose from a number of preset feat packages, Spell Power (animys) ×2: You have a number of spell points
allowing you to mix-and-match your character’s combat options, equal to 2 × your Wisdom modifier.
defensive options, skills, spellcasting, and more. And for the
Chapter 2/Ability Scores (29)
definitive deep dive into the flexibility at the heart of the game,
you can build your character freeform, customizing your feat
choices to create an adventurer like no other. Animys Magic Feats
In each of these sections, most feats have benefits that are self- Domain of Faith (healing domain) ×1: Whenever you make a
explanatory, with no need to read the full feat description unless Magic check related to healing, you have advantage on the
you want to. For other feats (including spellcasting feats), you’ll check. Additionally, you gain one 0-level orison of your choice
want to read the appropriate section of the rules to get the full that has a thematic relationship to healing, and you can cast that
scope of what the feat does for your character. orison at will. Either preservation or touch of life is a good
choice for this orison.
Skill Focus (Healing) ×2: You have a +2 bonus to Healing skill fringes of combat, making precise attacks against enemies at a
checks. distance — and becoming even more formidable when those
enemies attempt to close.
Arcanist This iconic build works best with high Dexterity and Constitution
Arcane power is the most potent form of magic, bound into and scores. To play an archer, choose the following as your starting
drawn from the essential makeup of the material world. As an feats.
arcanist, you might specialize in spells of combat, control, or
utility, with each aspect of your magic granting you the ability to Combat Feats
alter the world in some small way. Weapon Focus (bow group) ×3: You have a +3 bonus to attack
This iconic build works best with a high Intelligence score, and rolls with a longbow, a shortbow, or any other related weapon.
either a high Dexterity or Constitution score. To play an arcanist, Chapter 9/Attack Feats (268)
choose the following as your starting feats.
Point Blank Shot ×1: Whenever you make an attack with a
ranged or thrown weapon against a target within 30 feet of you,
Spellcasting Feats the attack has favored damage.
Eldritch Spirit (arcane) ×1: You channel the power of arcane
magic. Chapter 9/Favored Damage (271)
Skill Focus (Expertise) ×3: You have a +3 bonus to Expertise Chapter 9/Saving Throw Feats (248)
skill checks.
Chapter 6/Skill Feats (148)
Skill Feats
Skill Focus (Acrobatics) ×2: You have a +2 bonus to Acrobatics
Skill Focus (Magic) ×3: You have a +3 bonus to Magic skill skill checks.
checks.
Chapter 6/Skill Feats (148)
Archer Skill Focus (Stealth) ×3: You have a +3 bonus to Stealth skill
checks.
Some archers learn their combat arts in the ranks of the military.
Others are lone hunters, honing skills first learned as children in
the wilderness. As an archer, you prefer to always be on the
Hit Point Feats Spell Mastery (druidas) ×2: You are caster level 2, and can cast
druidas spells of 2nd level or lower.
Combat Savvy ×2: You have 10 defense points.
Spell Power (druidas) ×2: You have a number of spell points
Chapter 9/Hit Point Feats (255) equal to 2 × your Wisdom modifier.
Toughness ×2: You have additional critical points equal to 2 ×
Chapter 2/Ability Scores (29)
your Constitution modifier (minimum 2 additional critical points).
Chapter 2/Ability Scores (29) Druidas Magic Feats
Creed of Nature (storm creed) ×1: Whenever you make a
Defense Feats Magic check related to storms, you have advantage on the
Dodge ×1: You have a +1 bonus to defense rolls. (You must check. Additionally, you gain one 0-level incantation of your
have a Dexterity of 13 or higher, or must also take the Self choice that has a thematic relationship to storms. Either mote
Taught feat for Dexterity, to take Dodge. If you like, you can lightning or thunderclap is a good choice for this incantation.
lose one instance of another feat that is part of this iconic build
Chapter 5/Bonuses, Boons, and Advantage (39)
to take Self Taught.) Chapter 10/Druidas Creeds (361); Druidas Magic Feats (360)
Chapter 2/Ability Scores (29); Self Taught (32) Magic Grimoire/Spells (ch. 1)
Chapter 9/Defense Feats (238) Storm Rush ×1: When you are hit by a melee attack, you can
Unarmored Defense ×1: While you wear no armor and carry no use a reaction to surround yourself with swirling winds that grant
shield, you have a +2 bonus to defense rolls. you concealment and impose disadvantage on ranged attacks
made against you, all until the end of your next turn. You can
Saving Throw Feats use this feat a number of times per day equal to your Wisdom
modifier (minimum three times).
Great Fortitude ×2: You have a +2 bonus to Fortitude saving
throws. Chapter 5/Actions (83)
Chapter 9/Concealment (306)
Chapter 9/Saving Throw Feats (248) Chapter 10/Creed Feats (363)
Iron Will ×2: You have a +2 bonus to Will saving throws.
Lightning Reflexes ×2: You have a +2 bonus to Reflex saving Combat Feats
throws. Weapon Focus (light pole group) ×1: You have a +1 bonus to
attack rolls with a quarterstaff, a spear, or any other related
Movement Feats weapon.
Fast Movement ×1: Your speed increases by 5 feet. Chapter 9/Attack Feats (268)
Chapter 7/Movement Feats (173)
Hit Point Feats
Skill Feats Combat Savvy ×2: You have 10 defense points.
Skill Focus (Athletics) ×2: You have a +2 bonus to Athletics skill Chapter 9/Hit Point Feats (255)
checks.
Toughness ×1: You have additional critical points equal to your
Chapter 6/Skill Feats (148) Constitution modifier (minimum 1 additional critical point).
Chapter 2/Ability Scores (29)
This iconic build works best with a high Dexterity score. To play
Defense Feats a scoundrel, choose the following as your starting feats.
Armor Training (medium armor group) ×1: You can wear scale
mail, chain mail, and other types of medium armor.
Combat Feats
Chapter 9/Armor Feats (243) Weapon Focus (light sword group) ×2: You have a +2 bonus
Armor Training (shield group) ×1: You can wield a shield. to attack rolls with a shortsword, a rapier, or any other related
weapon.
Armor Optimization ×1: You do not have disadvantage on
your Acrobatics and Stealth checks when wearing medium Chapter 9/Attack Feats (268)
armor or using a shield. Finesse Attack ×1: Your melee attacks with weapons in the
Chapter 6/Skills (99) light sword group use your Dexterity modifier instead of your
Strength modifier for attack and damage rolls.
Ethos Magic Feats Sneak Attack ×2: When you have advantage on a melee attack
Driven Ethos (good) ×1: You channel the power of good. You with a light weapon or finesse weapon, a hit deals an extra 2d6
can automatically tell when an evil creature is within 5 feet of damage.
you, and you have advantage on Persuasion checks made Chapter 9/Damage Feats (272)
against good creatures. You also learn the Good Ethos Cant, a
magical language that only other creatures with Driven Ethos
(good) can speak, sign, or understand. (If your character isn’t of
Hit Point Feats
good alignment, you can choose another alignment Combat Savvy ×2: You have 10 defense points.
component — lawful, neutral, or chaotic — as your ethos.) Chapter 9/Hit Point Feats (255)
Chapter 10/Ethos Magic Feats (376) Toughness ×1: You have additional critical points equal to your
Air of Grace ×1: You can use Charisma as an ability modifier for Constitution modifier (minimum 1 additional critical point).
your Fortitude saving throw and Reflex saving throw. Chapter 2/Ability Scores (29)
Ethos Smite ×1: You can use a minor action to make an evil
creature the target of your ethos smite, dealing an extra 1d10 Defense Feats
damage on melee weapon attacks against that creature. You Armor Training (light armor group) ×1: You can wear leather,
can use this feat a number of times per day equal to your studded leather, and other types of light armor.
Charisma modifier (minimum three times).
Chapter 9/Armor Feats (243)
Chapter 5/Actions (83)
Dodge ×1: You have a +1 bonus to defense rolls. (You must
Domain of Faith (good domain) ×1: Whenever you make a have a Dexterity of 13 or higher, or must also take the Self
Magic check related to good, you have advantage on the check. Taught feat for Dexterity, to take Dodge. If you like, you can
Additionally, you gain one 0-level orison of your choice that has lose one instance of another feat that is part of this iconic build
a thematic relationship to good, and you can cast that orison at to take Self Taught.)
will. Detect ethos or guidance are a good choice for this orison.
Chapter 2/Ability Scores (29); Self Taught (32)
Chapter 5/Bonuses, Boons, and Advantage (39) Chapter 9/Defense Feats (238)
Chapter 10/Animys Magic Feats (343)
Magic Grimoire/Spells (ch. 1)
Saving Throw Feats
Saving Throw Feats Lightning Reflexes ×2: You have a +2 bonus to Reflex saving
throws.
Great Fortitude ×2: You have a +2 bonus to Fortitude saving
throws. Chapter 9/Saving Throw Feats (248)
Chapter 6/Skill Feats (148) Skill Focus (Perception) ×2: You have a +2 bonus to Perception
skill checks.
Skill Focus (Persuasion) ×2: You have a +2 bonus to Persuasion
skill checks. Skill Focus (Stealth) ×2: You have a +2 bonus to Stealth skill
checks.
Scoundrel Skill Focus (Thievery) ×3: You have a +3 bonus to Thievery skill
checks.
Warriors and spellcasters can be equally effective in a stand-up
fight, but a cunning scoundrel striking from behind the cover of
those allies can be even more devastating against distracted Scout
foes. As a scoundrel, you are at your best when facing Whether an experienced explorer of the wilderness or a veteran
challenges that can’t be overcome with brute force — and when navigator of the darkest dungeons, a scout understands that
you can claim the choicest rewards without all that annoying risk knowing the environment is every bit as important as
to life and limb. understanding the mind of a foe. As a scout, you can hold your
own against your enemies, but you are even better at tracking
foes who try to elude you. Troublemaker
Some characters have knack for always ending up in the wrong
This iconic build works best with a high Strength score, and
place at the wrong time — occasionally even by accident. As a
either a high Dexterity or Constitution score. To play a scout,
troublemaker, you excel at sliding through risky scenarios and
choose the following as your starting feats.
dangerous locations unharmed, trusting your skill with combat
maneuvers to keep you out of harm’s way if and when a fight
Combat Feats breaks out.
Weapon Focus (bow group) ×2: You have a +2 bonus to attack This iconic build works best with a high Dexterity score and a
rolls with the longbow, the shortbow, and other weapons from high Charisma score. To play a troublemaker, choose the
the bow group. following as your starting feats.
Chapter 9/Attack Feats (268)
Weapon Focus (light sword group) ×2: You have a +2 bonus Hit Point Feats
to attack rolls with a shortsword, a rapier, or any other related Combat Savvy ×3: You have 15 defense points.
weapon.
Chapter 9/Hit Point Feats (255)
This iconic build works best with a high Strength score, and
Combat Feats either a high Dexterity or Constitution score. To play a wildling,
Weapon Focus (heavy sword group) ×3: You have a +3 bonus choose the following as your starting feats.
to attack rolls with a longsword, a greatsword, or any other
related weapon.
Combat Feats
Chapter 9/Attack Feats (268) Weapon Focus (heavy axe group) ×2: You have a +2 bonus to
Cleave ×1: When you reduce a creature to 0 critical points with attack rolls with a battleaxe, a greataxe, or any other related
a melee attack, you can make an extra melee attack with the weapon.
same weapon against one other creature within reach. (You Chapter 9/Attack Feats (268)
must have a Strength of 13 or higher, or must also take the Self
Taught feat for Strength, to take Cleave. If you like, you can lose Raging Attack ×1: As a minor action, you channel a state of
one instance of another feat that is part of this iconic build to wild fury in combat, gaining a d4 boon on weapon attack rolls,
take Self Taught.) favored damage on weapon attacks, and a d4 boon on combat
maneuver skill checks. However, you have a d4 bane to defense
Chapter 2/Ability Scores (29); Self Taught (32) rolls. Your rage lasts a number of minutes equal to your
Chapter 9/Combat Style Feats (303) Constitution modifier (minimum 1 minute), or until you fall
Power Attack ×1: From the start of your turn to the end of your unconscious. When your rage ends, you are slowed and
turn, you impose a d4 bane on attack rolls with melee weapons weakened for 1d6 rounds. You can’t use your rage again until
and gain favored damage on those attacks. these conditions end. You can use this feat a number of times
per day equal to your Constitution modifier (minimum three
Weapon Focus (bow group) ×1: You have a +1 bonus to attack
times).
rolls with the longbow, the shortbow, and other weapons from
the bow group. Chapter 5/Bonuses, Boons, and Advantage (39); Actions (83)
Chapter 9/Combat Style Feats (303)
Hit Point Feats Appendix B/Conditions (A8)
Combat Savvy ×3: You have 15 defense points. Sweeping Attack ×1: When you hit with a melee attack, you
can repeat the attack against another creature within 5 feet,
Chapter 9/Hit Point Feats (255)
dealing damage equal to your melee attack ability modifier.
Toughness ×2: You have additional critical points equal to 2 ×
Chapter 2/Ability Scores (29)
your Constitution modifier (minimum 2 additional critical points).
Disorienting Strike ×1: Whenever you score a grievous hit, the
Chapter 2/Ability Scores (29)
target is also disoriented for one sense of your choice.
Skill Focus (Endurance) ×1: You have a +1 bonus to Endurance Skill Focus (Athletics) ×2: You have a +2 bonus to Athletics skill
skill checks. checks.
Skill Focus (Nature) ×1: You have a +1 bonus to Nature skill Chapter 6/Skill Feats (148)
checks. Skill Focus (Endurance) ×1: You have a +1 bonus to Endurance
skill checks.
Feat Packages Cutpurse
Building a character using feat packages allows for a greater
degree of customization than choosing an iconic build, while still 3 Feat Slots
allowing a character to be built quickly and easily. A feat Your talents for opening locks and second-storey work always
package is a collection of related feats focusing on options for come in handy — as does your ability to move through
one aspect of your character — weapons and combat, defense, impossibly tight spaces and evade attempts to catch you when
spellcasting, saving throws, and so forth. Each package notes its your talent gets noticed. Take this feat package if you want your
feat slot cost, which you pay for with your character 20 starting character to have fast hands and be able to hinder foes in a fight
feat slots. When you have selected the packages that feel right without ever drawing a weapon.
for your character, any leftover feat slots you have can be used
Skill Focus (Acrobatics) ×2: You have a +2 bonus to Acrobatics
to select individual feats.
skill checks.
Leftover Feats (27)
Chapter 6/Skill Feats (148)
In a few cases, a feat that is part of package requires that your
Skill Focus (Thievery) ×1: You have a +1 bonus to Thievery skill
character have a minimum in a specific ability score in order to
checks.
take that feat. If your character doesn’t have the necessary
ability score, you can select any other feat that your character
meets the prerequisites for, or you can use a leftover feat slot to Enforcer
take the Self Taught feat. 3 Feat Slots
Chapter 2/Ability Scores (29); Self Taught (32) You’ve always had the ability to make people understand your
position — and on the odd occasion when that doesn’t work,
These feat packages also appear in the later chapters of the
you’re not above using force to remind them why they should
book as the fast-start rules for selecting your feats for skills,
make more of an effort. Take this feat package if you want to
weapon combat, defense, hit points, saving throws, and
get people firmly on your side, one way or the other.
spellcasting.
Skill Focus (Athletics) ×1: You have a +1 bonus to Athletics skill
Skill Options checks.
Alongside your character’s combat and magical training, your Chapter 6/Skill Feats (148)
skills set the scope for how you interact with the world around Skill Focus (Persuasion) ×2: You have a +2 bonus to Persuasion
you, and with the people in that world. (The information skill checks.
presented here is also presented in the “Fast-Start: Skills”
sidebar in Chapter 6.) Explorer
Chapter 6/Skills (99) 3 Feat Slots
You yearn for a life of adventure, and you’ve made a long study
Burglar of how best to survive in the wilds and ruins of the world. Take
3 Feat Slots this feat package if you want practical knowledge of how to deal
Whether you put it to use for the good of others or solely for with a wide variety of potentially dangerous creatures and
personal gain, your skill set includes the ability to get into places hazards.
you’re not wanted — and to get out with choice items you do Skill Focus (Dungeoneering) ×2: You have a +2 bonus to
want. Take this feat package if you want to be good at Dungeoneering skill checks.
neutralizing traps and locks, remaining hidden, and moving
Chapter 6/Skill Feats (148)
quietly.
Skill Focus (Nature) ×1: You have a +1 bonus to Nature skill
Skill Focus (Stealth) ×1: You have a +1 bonus to Stealth skill
checks.
checks.
Chapter 6/Skill Feats (148)
Your study of magic encompasses not just the art of spellcraft, Chapter 6/Skill Feats (148)
but a broader knowledge of the world that magic fills. Take this Skill Focus (Persuasion) ×1: You have a +1 bonus to Persuasion
feat package if you want to be knowledgeable about a variety of skill checks.
subjects, with magic ever at the fore.
Skill Focus (Expertise) ×1: You have a +1 bonus to Expertise
skill checks.
Weapon Combat Options
Your character’s approach to combat can cover a wide range of
Chapter 6/Skill Feats (148) weapons and training. The feat packages in this section provide
a number of starting points for your character’s signature battle
Skill Focus (Magic) ×2: You have a +2 bonus to Magic skill
style. (The information presented here is also presented in the
checks.
“Fast-Start: Combat” sidebar in Chapter 6.)
Innovator Archer
3 Feat Slots
5 Feat Slots
You spend your time poring over tomes and journals, learning
You know that the safest place on any battlefield is as far away
everything you can and discovering how to apply that
from the action as possible, letting you safely rain down
understanding. Take this feat package if you want to be
destruction upon your foes. Take this feat package if you want
knowledgeable on a wide variety of topics, and to let your
to focus your combat skills on fighting at range. You’ll benefit
knowledge fuel further discovery.
the most from this feat package if Dexterity is one of your best
Skill Focus (Expertise) ×2: You have a +2 bonus to Expertise ability scores.
skill checks.
Weapon Focus (bow group) ×3: You have a +3 bonus to attack
Chapter 6/Skill Feats (148) rolls with a longbow, a shortbow, or any other related weapon.
Skill Focus (Investigation) ×1: You have a +1 bonus to Chapter 9/Attack Feats (268)
Investigation skill checks.
Point Blank Shot ×1: Whenever you make an attack with a
ranged or thrown weapon against a target within 30 feet of you,
Seeker the attack has favored damage.
3 Feat Slots
A love of detail and an ability to intuit the feelings of others
makes you excellent at rooting out the truth, no matter who or
what might be hiding it. Take this feat package if you want to
Weapon Focus (heavy axe group) ×2: You have a +2 bonus to Finesse Attack ×1: Your melee attacks with weapons in the
attack rolls with a battleaxe, a greataxe, or any other related light sword group use your Dexterity modifier instead of your
weapon. Strength modifier for attack and damage rolls.
Raging Attack ×1: You channel a state of wild fury in combat, Sneak Attack ×2: When you have advantage on a melee attack
gaining a d4 boon on weapon attack rolls, favored damage on with a light weapon or finesse weapon, a hit deals an extra 2d6
weapon attacks, and a d4 boon on combat maneuver skill damage. (You must have a Dexterity of 15 or higher, or must
checks. However, you have a d4 bane to defense rolls. also take the Self Taught feat for Dexterity, and Skill Focus
(Stealth) ×1 to take the Sneak Attack feat.)
Chapter 9/Combat Style Feats (303)
Skill Options (22)
Sweeping Attack ×1: When you hit with a melee attack, you Chapter 2/Ability Scores (29); Self Taught (32)
can repeat the attack against another creature within 5 feet, Chapter 9/Damage Feats (272)
dealing damage equal to your melee attack ability modifier.
Chapter 2/Ability Scores (29) Weapon Master
Disorienting Strike ×1: Whenever you score a grievous hit, the 5 Feat Slots
target is also disoriented for one sense of your choice. You never rely on only a single type of weapon, instead making
Chapter 9/Grievous Hit Feats (294) sure you always have the right combat tool for the job. Take this
Appendix B/Disoriented (A9) feat package if you want to be a versatile warrior, able to bring
the fight to any type of foe.
Striker Weapon Focus (heavy sword group) ×2: You have a +2 bonus
5 Feat Slots to attack rolls with a longsword, a greatsword, or any other
related weapon.
You hit hard, knowing that a single heavy blow can fell even the
most powerful of foes. Take this feat package if you want to do a Chapter 9/Attack Feats (268)
lot of damage while sticking always in the thick of the fight. Weapon Focus (heavy pole group) ×2: You have a +2 bonus
You’ll benefit the most from this package if Strength is one of to attack rolls with a glaive, a longspear, or any other related
your best ability scores. weapon.
Weapon Focus (heavy sword group) ×3: You have a +3 bonus Weapon Focus (crossbow group) ×1: You have a +1 bonus to
to attack rolls with a longsword, a greatsword, or any other attack rolls with a light crossbow, a heavy crossbow, or any other
related weapon. related weapon.
Chapter 9/Attack Feats (268)
Cleave ×1: When you reduce a creature to 0 critical points with Spellcasting Options
a melee attack, you can make an extra melee attack with the Those who channel the power of magic gain abilities that no
same weapon against one other creature within reach. (You mundane training can match, but that power comes at a cost.
must have a Strength of 13 or higher, or must also take the Self These feat packages cover two broad approaches to how your
Taught feat for Strength, to take Cleave.) character might seek and channel the knowledge of
spellcasting.
Chapter 9/Combat Style Feats (303)
Chapter 2/Self Taught (32)
Power Attack ×1: From the start of your turn to the end of your
Dedicated Caster
7 Feat Slots (9 for arcane magic)
turn, you impose a d4 bane on attack rolls with melee weapons
and gain favored damage on those attacks. You are a capable spellcaster who has been experimenting with
your magic for some time. Take this feat package if you wish to
make magic your character’s primary focus, with the intent of
one day attaining spellcasting mastery. You’ll benefit the most
from this feat package if Intelligence (the spellcasting ability for
Great Fortitude ×2: You have a +2 bonus to Fortitude saving Favored Adversary can be a good choice for a campaign in
throws. which creatures of a specific type are an ever-present threat.
Chapter 9/Saving Throw Feats (248) Chapter 6/Skill Feats (148)
Chapter 9/Combat Style Feats (303)
Potent Will
2 Feat Slots Defense Feats
Improved strength of mind keeps you safe from mental effects If not already part of your defensive feat package, Dodge makes
and magic. Take this feat package if you want to improve your a good feat choice for any character with a Dexterity of 13 or
sense of will and mental clarity. higher. A character with low Dexterity and a Wisdom of 15 or
higher can benefit from Instinctive Defense.
Iron Will ×2: You have a +2 bonus to Will saving throws.
Chapter 9/Defense Feats (238)
Chapter 9/Saving Throw Feats (248)
adventurer who’s really good at…” You might have been drawn In any adventuring campaign, feats that boost your speed or
to the idea of a charismatic mage specializing in the skills and give you benefits in specific environments (from the most
magic of persuasion. You might have a hankering to focus on a remote wilderness, to the deepest dungeons, to the most
character who’s all about crushing the widest range of densely settled cities) can make life easier. Adopting (or being
monstrous foes in melee combat. You might be tired of having adopted by) a companion creature can help define your
your characters take a beating from enemies, inspiring you to character’s place in the world and the game, as can learning an
build a reluctant combatant specializing in staying away from additional language, learning to craft magic items, or boosting
fights, and in being able to safely harry foes before running your prowess with personal skill groups.
away if the fight comes to you. You might want to play a cunning
Chapter 7/Life and Adventuring (151)
thief whose success comes from an innate magical capability to
see through and step through walls. Whatever character you
want to build, your imagination is the only limit. Combat as Utility
A character whose primary focus lies outside combat (especially
With your character concept in mind, use 10 feat slots for your
spellcasters, whose magic requires a heavy feat slot investment)
primary purpose. For a combat-focused character, use those
might put their hit point and defense feats into the utility
feat slots for weapon, armor, hit point, defense, and combat
category, making only a minimal investment in those areas. If
style feats. For a spellcaster, use those feat slots for the Eldritch
you know your character is going to be part of an adventuring
Sprit and Spellcaster feats that allow you to channel magic, and
party where other tougher characters are willing to stand up for
on the Spell Mastery and Spell Power feats that build up your
your combat-light mage or expert character, or if you’re playing
spellcasting prowess. (Arcane casters must invest in additional
in a generally combat-light campaign, this approach might work
feats for their spellcasting that animys and druidas casters don’t
fine for you. But it’s often a good idea to talk to the GM first
need.) For any character hoping to spend as much of their time
about how often your character is likely to be doing battle with
out of combat as in it, use those feat slots to build up your
foes, and whether a bigger investment in hit point feats and
noncombat capability using Skill Focus, then think about feats
defense feats is warranted.
that maximize your potential for getting safely away from your
foes.
Chapter 6/Skills (99)
Finalizing the Numbers
Chapter 9/Combat (234) You might find that breaking your feat selection down as 10, 6,
Chapter 10/Spellcasting (320) and 4 feat slots for your primary focus, secondary features, and
utility features works fine for your character. Or you might find
If you’re playing a warrior-mage, a fighting priest, or any other that 10 feat slots for your primary focus is too few or too many.
character with two distinct sides to what they do, you might find As you assemble your starting feats, feel free to adjust the
that 10 feat slots isn’t quite enough. Instead, try allocating 6 feat numbers in any way that works for you. As long as you don’t
slots to each side of your character, then using 4 feat slots for focus on one aspect of your character to the exclusion of other
your secondary features. important features, your character’s ideal starting feat selection
will make itself known to you.
Secondary Features The Well-Rounded Character sidebar (10)
With your characters’ primary focus determined, think about
what else you want them to be good at. Then use 6 feat slots to
fill out your character’s secondary features. Planning Ahead
Most players who build freeform characters in CORE20 quickly
A forthright warrior might also be a skilled athlete and student
come across the problem of having more cool things they’d like
of military history, or a veteran tracker of the wilds. A combat
a character to do than they have starting feat slots available to
opportunist specializing in stealthy attacks might have trained
do those cool things. When deciding which starting feat slots to
long and hard to make sure that they can get in and out of a
select, don’t let the range of what’s possible and the need to
fight quickly and unobserved. A spellcaster might also maintain
make a choice of one thing over another drive you to a point
a certain level of combat proficiency for those times when the
where you can’t choose. Instead, think of the feats you can’t
magic runs out, or to reserve their spells for more important
select as the first feats your character will take as they begin to
pursuits than brawling. And even nonspellcasting characters
earn adventuring and campaign feat slots. Even before you’ve
might innately channel a bit of magic, whether as part of their
finished creating your 20-feat-slot starting character, you might
heritage or as a unique boon.
be well on your way to putting together your character’s unique
build, making those “missing feats” something to look forward
Utility Features to rather than lament.
With your character’s primary focus and secondary features
established, think about what other useful options they might
draw on. Then use 4 feat slots for utility feats to help round out
your character.
• Will saving throws for overcoming magic that affects the mind
and personality, if Charisma is your best core ability for that Standard Ability Scores
save. Selecting standard ability scores creates characters who are all
Chapter 9/Will (245) cut from the same heroic cloth. To create an effective character
quickly, simply use the following set of ability scores:
• Skill checks made with the Dungeoneering, Investigation,
Magic, Nature, and Persuasion skill groups, if Charisma is your 16, 14, 13, 12, 10, 9
best core ability for those groups. You allocate each score to whichever ability you want, as
Chapter 6/Dungeoneering (115); Investigation (126); Magic (128); determined by the type of the character you want to play. For a
Nature (131); Persuasion (137); Damage (271) martial warrior, you might place 16 into Strength and 14 into
Dexterity or Constitution, while an arcane caster would want 16
• The strength of your ethos magic features keyed to taking the
in Intelligence. After assigning your ability scores, you then use
Driven Ethos feat.
the ability score increase from your background to adjust those
Chapter 10/Ethos Magic (376) scores.
Chapter 4/Ability Score Increase (70)
Ability Modifiers Choosing this standard set of ability scores gives you a better
Each ability score has a modifier, which increases as the ability range of scores that you can obtain if you use the point-buy
score does. This modifier is the number you apply to the d20 roll system for your ability scores.
when your character tries to do something related to that ability,
whether a skill check, an attack roll, a defense roll, a challenge
throw, a saving throw, or an initiative roll. An ability modifier
Buying Ability Scores
Using a standard point-buy system for ability scores creates
might also be added to your damage rolls when you attack with
characters who are balanced as effectively as characters using
a weapon, and might be used to calculate things such as how
standard ability scores, but allows more customization. This is
much weight you can carry.
especially useful if you want your character to focus on their
Chapter 6/Skills (99) capabilities across more than one area of the game — for
Chapter 9/Attacks (264); Defense (237); Challenge Throw (245); example, weapon combat and spellcasting.
Saving Throws (245); Initiative (234)
Using this system, you start with each of your character’s ability
Chapter 8/Carrying Capacity (228)
scores at 10 and you have a pool of 15 points you can spend to
A character with a low ability score has a negative modifier — a increase those scores. Increasing an ability score costs a number
penalty to the roll. A character with an average or high score has of points as indicated on the table below. You can also decrease
a positive modifier (including +0) — a bonus to the roll. one or more of your ability scores to earn extra points with
which to increase other scores.
ABILITY MODIFIERS
Ability Score Points to Buy Ability Score Points to Buy
Score Modifier Score Modifier 8 −2 14 5
1 −5 12–13 +1 9 −1 15 7
2–3 −4 14–15 +2 10 0 16 9
4–5 −3 16–17 +3 11 1 17 11
6–7 −2 18–19 +4 12 2 18 15
8–9 −1 20 +5 13 3
10–11 0
You can’t increase an ability score beyond 18 or decrease it to
less than 8 in this way. After buying your ability scores, you then
Ability Modifier Adjustments use the ability score increase from your background to adjust
Magic, pestilence, poison, and other effects can grant a bonus those scores.
or impose a penalty to a character’s ability score modifiers. Such Chapter 4/Ability Score Increase (70)
an adjustment temporarily increases or decreases the modifier,
either boosting or inhibiting a character’s combat, defensive, or
spellcasting prowess. Rolling Ability Scores
Rolling dice for each ability score creates characters who are
Chapter 7/Pestilence (180); Poison (183)
entirely unique — but can often generate a range of scores that
Appendix B/Ability Modifier Penalties (A8)
far outstrip or lag behind the heroic norm. For each of your six
Magic Grimoire/Magic Items (ch. 2)
ability scores, you roll 4d6 and ignore the result of the lowest
Such effects make no change to a character’s ability scores, die. For example, if the result of rolling 4d6 is 5, 4, 2, and 1, you
though a number of magic items can increase a character’s ignore the 1 and total the remaining dice to get 11.
ability scores permanently.
When you have rolled six ability scores, you assign those scores
to your character’s abilities in any order you like. You then use
Generating Ability Scores the ability score increase from your background to adjust those
scores.
When creating your character, one of the first steps in the
process is generating your ability scores — determining the Chapter 4/Ability Score Increase (70)
character’s baseline physical and mental potential. Ability scores If you don’t roll at least one ability score of 15 or higher, or if you
can be generated in one of three ways — by using a standard have two scores below 10, you can discard all the ability scores
set of scores, by using a system of buying ability scores, or by and roll a new set of six. But under some circumstances (for
rolling ability scores.
Feat Index
In this index, a gray background indicates a feat that has a secondary appearance under a particular category, but whose main write-
up is in another category.
Essaruk
Fast-Start: Lineage Take your innate traits — Medium size, speed of 30 feet, low-light
The choice of your character’s lineage reflects your perspective on vision, and light sleeper. Then select the following eight chosen
the world and your connection to the past. Each lineage is equally traits:
suitable for any type of character you want to play, but the lineage Essaruk Combat: Diligent ally, martial focus (wondrous beasts),
traits available to your character will help shape and define your weapon affinity (heavy pole group).
approach to adventuring.
Essaruk Magic: Clear mind; or elemental affinity.
To build a character quickly, choose one of the following lineages
Essaruk Spirit: Acclimatized, essaruk aptitude, perceptive,
and the selected traits, all of which will create a character suitable
solicitous.
for most fantasy campaigns. You can also use one of these
selections of lineage traits as a starting point, then customize your
character by swapping some of the suggested traits for different
Orc
Take your innate traits — Medium size, darkvision, and keen notice.
options.
Then select the following eight chosen traits:
Dwarf Orc Combat: Defensive stalwart (fiends), guardian’s vow, weapon
Take your innate traits — Medium size, speed of 30 feet, darkvision, affinity (bow group).
and cavern sense. Then select the following eight chosen traits: Orc Magic: Eldritch affinity (abjuration); or strength of will.
Dwarf Combat: Behemoth slayer, martial focus (giants), weapon Orc Spirit: Battle worn, healer, nature’s touch, orc aptitude.
affinity (heavy axe group).
Dwarf Magic: Culture of casting; or magical bulwark. Goblin
Take your innate traits — Small size, speed of 20 feet, darkvision, lie
Dwarf Spirit: Dwarf aptitude, immovable, poison resilience,
low, and quick shift. Then select the following eight chosen traits:
stonecunning.
Goblin Combat: Defender’s edge, defensive stalwart (elementals),
Gnome weapon affinity (light pole group).
Take your innate traits — Small size, speed of 20 feet, low-light Goblin Magic: Eldritch affinity (conjuration); or enduring magic.
vision, lie low, and rambler. Then select the following eight chosen
Goblin Spirit: Eloquent, goblin aptitude, hazard sense, innocuous.
traits:
Gnome Combat: Defensive stalwart (aberrations), protective, Hobgoblin
weapon affinity (crossbow group). Take your innate traits — Medium size, speed of 30 feet, darkvision,
Gnome Magic: Clear mind; or eldritch affinity (illusion). and light step. Then select the following eight chosen traits:
Gnome Spirit: Acrobatic, fleet, gnome aptitude, nature’s notice. Hobgoblin Combat: Defensive stalwart (aberrations), quick instincts,
weapon affinity (crossbow group).
Elf Hobgoblin Magic: Focused mind; or spell insight.
Take your innate traits — Medium size, speed of 30 feet, low-light
Hobgoblin Spirit: Best effort, deference to rank, hobgoblin
vision, and trance. Then select the following eight chosen traits:
aptitude, inquisitive.
Elf Combat: Furious riposte, martial focus (fiends), weapon affinity
(bow group). Bugbear
Elf Magic: Awakened mind, focused mind. Take your innate traits — Medium size, speed of 30 feet, darkvision,
and scent. Then select the following eight chosen traits:
Elf Spirit: Elf aptitude, inquisitive, wayfinder.
Bugbear Combat: Martial focus (giants), relentless attacker, weapon
Halfling affinity (truncheon group).
Take your innate traits — Small size, speed of 20 feet, halfling luck, Bugbear Magic: Elemental affinity; or valorous.
lie low, and safety sprint. Then select the following eight chosen
Bugbear Spirit: Bugbear aptitude, cautious, solicitous instinct,
traits:
vigorous.
Present and Past • Isheridar is a world-continent — a single land mass akin to the
supercontinent of Pangaea in our own world, surrounded by an
The twelve worldborn lineages are not the only sapient peoples ocean known as the Great Sea of Storms. The supercontinent
and creatures who make up the wider world. Dwarves and contains endless expanses of barely explored wilderness and
gnomes; elves, humans, and halflings; essaruks and orcs; unique peoples, but there are no lands or territories outside this
goblins, hobgoblins, and bugbears; kobolds and lizardfolk are known world.
neither the most numerous nor the most powerful of the world’s • Dozens of types of sapient creatures call Isheridar home, including
creatures. But the industriousness, the inventiveness, the hunger giants, dragons, fey, wondrous worldborn, and worldborn folk.
for exploration, and the often-bloody historical conflicts sown Player characters are drawn from the worldborn lines who have
among the twelve great worldborn lines have long defined the long been the dominant peoples of Isheridar, as detailed in this
rise and the extents of civilization — for good and ill. chapter.
• Isheridar’s recent history was dominated by the powerful high-
Set into relief against the histories of these twelve lineages,
magic worldborn Empire of the Lothelecan, which began its
hundreds of nations and hundreds of thousands of clans and
expansion fifteen hundred years ago and controlled the entire
family lines define the worldborn realms. Innumerable world-continent for a thousand years.
languages and dialects recite the histories and legends of the
• Though plenty of its subject peoples viewed the Lothelecan as a
diverse folk of those realms. Literature and art, music and magic, force for despotism, the Empire was nominally a benevolent
culture and fashion are a mirror reflecting worldborn ambition entity, ruling over an Imperial age of peace, partnership, shared
and passion, whether through isolated folk reveling in unique knowledge, and prosperity among all sapient folk.
cultural traditions older than recorded history, or in the cultural • A century ago, an arcane cataclysm destroyed the Imperial capital
continuum that arises when those sequestered cultures come of Ulannor Mor in the far west of Isheridar, leaving a plain of ash
together and grow to create a legendary whole. and black glass in its wake three hundred leagues across. In the
But all that culture is malleable. Culture is ever changing, driven decades-long aftermath, the Empire shattered and its client states
by circumstance and geography, and defined by the reverted back to the nations they had once been.
circumstances of where your character was born, where they’ve • In most parts of the world, nations and their people hold onto the
traveled, and why. Culture helps to tell your character’s Empire’s model of peace and enfranchised rule. In others, those in
individual story. But lineage is your character’s connection to power vow to destroy all remaining remnants of the Empire’s
deeper history, defining them not by circumstance but by the hated autocracy — in order to establish autocratic orders of their
blood, deeds, and legends of the past. own.
• In many areas, ancient cultural and political strife all but forgotten
in the Imperial age have flared once more into conflict and war. In
Playing Your Lineage others, the unfettered spread of powerful magic and ancient
Your character can be anything you want them be. Your lineage evil — once held in check by the Empire and the Lotherasien, its
comes with no monolithic sense of enforced behavior or rigid Imperial Guard — becomes an increasingly potent threat.
beliefs, no matter who you play. You might be a human yearning
to uncover the secrets of the past, or an elf whose drive is
shaped by the mysteries of magic. You might play an orc who
Choosing a Lineage
seeks to understand their own ambition by searching the stars, Your choice of lineage is as wide open as all other parts of the
or a kobold whose vision of the future is shaped by ancestral game, limited only by your imagination. However, the GM can
remembrances. But whatever your choice, the one thing each provide information about the campaign that might influence
lineage shares is a place in history — and a sense of what came your decision. Members of the twelve worldborn lines can be
before. found in all areas of the world, but not always in the same
numbers. In some places, characters of certain lineages might
Lineage defines the position and momentum of each individual
have historical connections to the land that extend back to
worldborn. Some characters might embrace that. Some might
before recorded history. In others, characters of certain lineages
fight for it. Some might fight against it. But every character
are more often part of newer waves of exploration and
carries that sense of history with them, bound to them by
migration. But whichever lineage you choose, every part of the with the folk of those two lineages remaining biologically
campaign and its environs can be considered home. related despite the differences wrought between them by the
elves’ evolution in the magic-rich realms of their earliest
In consultation with the GM, you can come up with any number
of unique lineage traits for your character, whose mechanical
benefit is consistent with the other traits in this section. If a
Lineage and Culture
Your choice of lineage for your character defines just one aspect
shared lineage is part of your character’s story, you can also of that character, specifically related to their relationship to myth
select an innate lineage trait from another lineage as one of and history, and their understanding of their lineage’s place in
your chosen lineage traits. the world. But your character’s culture plays as much or more of
a part in defining their worldly perspective, and is most often a
Shared Lineage bigger part of how your choice of feats defines your character’s
The various worldborn lines have been biologically distinct for vocations and goals.
tens of thousands of years, so that each lineage comprises a Chapter 1/Step-by-Step Characters (15)
unique people. Even where the folk of different lineages are
Whether your character is an elf, an orc, a kobold, a hobgoblin,
close kin to each other in their distant pasts (as dwarves and
or any other lineage, that shapes a common connection to all
gnomes, lizardfolk and kobolds, orcs and essaruks, and so forth),
other folk of the same lineage. But an elf, an orc, a kobold, and
partners of those related lineages never produce biological
a hobgoblin all living in a particular nation, freehold, or territory
children. (Elves and humans are the single exception to this rule,
are shaped even more so by the culture of that territory, and
Balm of Life
(A magic item from the CORE20 Magic Grimoire.)
A small glass jar holds a single dose of clear, sweet-smelling balm.
When two or more willing worldborn each place a piece of themself
into the balm (a lock of hair, a scale, a fingernail paring, and so
forth), the balm activates and takes on a shifting array of pastel hues.
If the balm is thereafter applied to one of the creatures who
activated it, then left for 24 hours, that creature becomes pregnant if
they are willing and able to do so.
The new child the pregnant creature carries has the appearance of a
sibling of themself, and the child is of that parent’s lineage.
However, they can be of any sex and gender, and can possess
physical features and innate traits drawn from the other creatures
whose body samples activated the balm.
A human, a dwarf, and a lizardfolk use the balm to become
parents together. If the human is the one who bears the child,
that child will be human and will resemble a sibling of their
human parent. But the child might also take on any of the
outward physical traits of their lizardfolk and dwarf parents —
height and stockiness, complexion, eye color, teeth, traces of
scales, and more.
If the balm is washed off before 24 hours have passed, or if the
creature who the balm is applied to isn’t able to become pregnant
and give birth, the balm has no effect.
As a magic item, balm of life has a nominal cost of 10 gp, but it is
created in volume and given away by countless orders of healers
and midwives across the world.
pale pink through tan to dark brown, often with no connection Low-Light Vision
between the two. Gnomes’ eyes are uniformly bright, reflecting
the most vivid greens, blues, violets, and golds of nature. You can see in dim light or shadow as if it were bright light,
allowing you to see fully outdoors under moonlight and
starlight, to read by candlelight, and so on. You ignore
Gnome Lineage Languages concealment caused by dim light and shadow.
The tales and histories of the gnomes have been told in the
spoken language of Gnomyha and the sign language of Chapter 9/Cover and Concealment (306)
Appendix A/Low-Light Vision (A6)
Mairnash since the earliest days of that line.
Chapter 7/Languages (159) Rambler
You have advantage on Acrobatics checks to move up and over
Gnome Names bushes, rocks, rubble, small streams, and other natural
Gnomes treat names like most folk treat clothing, amassing a obstacles.
fine collection over their lifetimes and routinely retiring names
Chapter 6/Acrobatics (110)
that no longer wear as comfortably as they once did. For
gnomes who hew most closely to the traditions of their line, a
newborn is given a name by every friend and family member Gnome Chosen Traits
who visits the babe on their day of birth. Parents choose and In addition to their innate traits, a starting gnome character
choose again which of those names feel like the best fit, and chooses eight lineage traits, which can include any of the
give the child the right to choose again for themself as their following options.
language skills increase. Even gnomes far removed from the old
culture often latch onto nicknames, grant themselves wry titles,
or decide to change which of their many names they use
Gnome Combat
publicly on a whim. Though their exploits are less commonly written in the annals of
martial history than many, gnomes are known for their tenacity
and quickness on the battlefield.
Example Gnome Names in Gnomyha
Gnomes who favor names in Gnomyha often add additional Defensive Stalwart
names from non-Gnomyha languages, either translating such
names or choosing a Gnomyha name that is roughly Whether as experience or legend, a history of conflict with
phonetically equivalent — especially if this introduces an creatures of certain types grants you advantage on defense rolls
amusing double meaning to the name. against attacks by those creatures. The most common creature
types for gnome defensive stalwart are aberrations, constructs,
Breekini Davgrim Egrim Fenxis and fey, but you can select any creature type that fits your
Gradon Graziver Hellys Helnoa character’s backstory.
Hisybar Ipahim Jelsys Krikasys
Lilroe Loniana Luphina Mermop Chapter 9/Defense (237)
Minna Nyxis Orhona Orniana
Chapter 7/Creatures of the World (157)
Panamop Poji Quadon Rekini You choose this trait once for a single creature type, and can
Rosiceli Sali Sinser Tifaci choose it up to three times for different creature types.
Traryn Ufelin Urigim Urimyra
Valwor Welrhana Wilfan Yefarn Diligent Ally
Yeziver Yosbis Zanyur Zilryn Choose an ally within melee reach of an enemy who both you
and the ally can observe. As a standard action, you create a
Gnome Innate Traits distraction that allows your ally to make a weapon attack against
Gnomes typically possess the following innate lineage traits. that enemy as a reaction, or to cast a spell that targets only that
enemy if the ally has the ability to cast a spell as a reaction.
Size Combat Shuffle
You are a Small creature, with a space and reach of 5 feet. You
can’t use heavy weapons. When you hit a creature with a melee attack on your turn, your
movement doesn’t provoke opportunity attacks from that
Chapter 9/Creature Size (264) creature for the rest of that turn.
Chapter 9/Opportunity Attacks (299)
Speed
You have a speed of 20 feet. Protective
Chapter 7/Movement (166) While you are within 5 feet of an ally who is bloodied, you and
that ally have advantage on defense rolls.
Lie Low
As a minor action, you grant yourself advantage on Stealth/hide
checks until the end of your turn.
Chapter 6/Stealth (140)
Eldritch Affinity
Choose a school of magic. You have a +1 bonus to the
challenge throw for magic you channel of that school, including
from spells and magic items. The most common schools for
gnome eldritch affinity are conjuration, illusion, and
transmutation, but you can select any school of magic that fits
your character’s backstory.
Chapter 10/Magic Challenge Throw (335); Schools of Magic (328)
Gnome Spirit
Gnomes are often known for their quickness of wit and action,
both in and out of combat.
Acrobatic
You have a +1 bonus to Acrobatics checks, or a +2 bonus to
checks with a chosen skill in the Acrobatics group.
Chapter 6/Acrobatics (110)
Fleet
Your speed increases by 5 feet.
Chapter 7/Movement (166)
Trance You choose this trait once for a single weapon group, and can
choose it up to three times for different weapon groups.
Unlike most living creatures, elves do not truly sleep. Instead of
sleeping, you enter a semiconscious state of meditation for 4
hours a day, which provides the same amount of rest that other
Elf Magic
worldborn receive from 8 hours of sleep. This state of The elves were the first worldborn line to master the power of
meditation is commonly referred to as “trance.” arcane spellcraft, and magic remains second nature to many
elves.
While you trance, you retain your full awareness (unlike sleeping
creatures, which are considered unconscious). Even though you
require only 4 hours to trance, taking a long rest still requires
Awakened Mind
that you spend a full 8 hours engaging in nonstrenuous activities You automatically succeed on saving throws against magical
and minimal movement. effects that leave you unconscious. You can still fall unconscious
if reduced to 0 critical points by a magical attack.
Chapter 7/Long Rest (193)
Appendix B/Unconscious (A11) Appendix B/Unconscious (A11)
You choose this trait once for a single creature type, and can
choose it up to three times for different creature types.
Hold On
If any effect causes you to lose your hold on an object (including
Weapon Affinity a weapon), you can use a reaction to retain your grasp on the
object before you lose it.
Choose a weapon group. You have a +1 bonus to attack rolls for
weapons from that group. The most common weapon groups Chapter 9/Disarm (260)
for elf weapon affinity are the heavy sword group, the light
sword group, and the bow group, but you can select any Hunter’s Sense
weapon group that fits your character’s backstory. When dealing with creatures of any type selected for your
Chapter 9/Weapons by Weapon Group (278) martial focus trait or the defensive stalwart trait, you have
advantage on skill checks to learn or recall information about belong, and a constancy that might bring happiness. But when
those creatures. that place is found, the wandering heart discovers that the only
true joy comes from change.
Chapter 6/Knowledge and Lore sidebar (109)
Chapter 6/Dungeoneering (115); Nature (131); Perception (134) Halfling history is a rich tapestry of travelogue and heroic
journey, underlining an inspired sense of ingenuity and
Inquisitive resourcefulness that many halflings continue to pride
themselves on. They are known for their curiosity, and for how
You have a +1 bonus to Investigation checks, or a +2 bonus to
much of that curiosity focuses on what lies beyond the next
checks with a chosen skill in the Investigation group.
village, the far frontier, or the even-farther horizon. Inspired by
Chapter 6/Investigation (126) the old tales, many halflings are driven by the desire to seek new
places, new folk, and new experiences. Halfling clans and
Magic-Touch enclaves might shift from place to place within larger
You have a +1 bonus to Magic checks, or a +2 bonus to checks settlements, or might pick up and migrate en masse to new
with a chosen skill in the Magic group. cities or new lands. With each new journey comes a new tale,
adding to the tales of all the journeys that came before.
Chapter 6/Magic (128) However, just as many halflings eschew the wanderlust with
which their line often seem synonymous, settling in crossroads
Wayfinder communities or bustling cities to let travelers bring the world to
Whenever you pass within 5 feet of a concealed portal (including them.
secret doors, regular doors or windows hidden behind mundane No matter the life they lead, halflings maintain close bonds to
cover, and so forth), you notice it or get some sense of its clan and family, and closer bonds to chosen friends and
presence at the GM’s determination. neighbors. When those bonds are broken by circumstance or
time, a halfling feels the loss as profoundly as the death of a
An Elf-Human Lineage loved one. This passion for connection to others often makes
halflings generous to a fault, though many come to
Humans and elves are the single exception to the rule that prevents
members of the biologically distinct worldborn lineages from instinctively — and erroneously — expect that all other folk will
producing children together without the aid of magic. Members of be equally generous in return.
those lineages can freely have children of shared lineage, marking
elves and humans as one people despite their distinct features and Halfling Features
long separate histories. Halflings average 4 to 4.5 feet in height on average, and weigh
Balm of Life sidebar (37) between 55 and 80 pounds. Their hair grows thick and wild, and
If you want to play the child of a human and an elf, a human runs the same range of earthy tones as their complexions, from
character with elf ancestry, or an elf character whose family line has tan to dark brown. Their eyes are typically darker shades of hazel
crossed through the human world, you choose elf or human as your or brown, or brighter tones of blue, violet, or green, and often
lineage, then choose physical features and traits (including innate seem to possess an inquisitive quality, whether warranted or
traits) from either lineage freely, as with any other shared lineage not.
character. Beyond the choice of lineage and traits, all physical
features of a character of elf and human heritage are left to your
determination. A character can use the human lineage but display
Halfling Lineage Languages
any number of physical features from an elf parent or ancestor, and Halfling and Halfsign are the languages of halfling folk, both
vice versa. created specifically to unite the halfling people during the
Imperial age.
Anamin Argin Arisica Arzu types for halfling defensive stalwart are animals, elementals, and
Barkin Belace Coneon Elyver wondrous beasts, but you can select any creature type that fits
Eoris Esysan Erras Falnad your character’s backstory.
Falorin Faysys Fenzira Froyala
Chapter 9/Defense (237)
Froyda Grabyn Hayola Iralos
Chapter 7/Creatures of the World (157)
Isasica Korras Laner Linfire
Linrin Marhorn Odisyn Paelean You choose this trait once for a single creature type, and can
Paekis Panzu Quijen Quirana choose it up to three times for different creature types.
Ridon Tarder Tareon Thamphina
Verhaly Verlyna Welsica Wulysee Nimble Neighbor
You have advantage on defense rolls against melee weapon
Halfling Innate Traits attacks from Medium worldborn.
Halflings typically possess the following innate lineage traits.
Quick Instincts
Size You have a +2 bonus to initiative rolls.
You are a Small creature, with a space and reach of 5 feet. You Chapter 9/Initiative (234)
can’t use heavy weapons.
Chapter 9/Creature Size (264)
Weapon Affinity
Choose a weapon group. You have a +1 bonus to attack rolls for
Speed weapons from that group. The most common weapon groups
for halfling weapon affinity are the hurled group, the light sword
You have a speed of 20 feet.
group, and the bow group, but you can select any weapon
Chapter 7/Movement (166) group that fits your character’s backstory.
Chapter 9/Weapons by Weapon Group (278)
Halfling Luck
You choose this trait once for a single weapon group, and can
You have a +1 bonus to saving throws. choose it up to three times for different weapon groups.
Chapter 9/Saving Throws (245)
Halfling Magic
Lie Low Built on histories drawn from countless lands and endless
As a minor action, you grant yourself advantage on Stealth/hide wandering, halfling life touches on traditions of magic from
checks until the end of your turn. around the world.
Chapter 6/Stealth (140)
Culture of Casting
Safety Sprint If you are a spellcaster, you learn one spell of 3rd level or lower
at character creation without paying for it as part of your starting
You have advantage on Endurance/run checks made to move
equipment. The spell can be of any level you can cast at
away from threats.
character creation. When you cast that spell, it is always treated
Chapter 6/Endurance (118) as focused for you.
Chapter 10/Starting Spells (324); Focusing Spells (326)
Halfling Chosen Traits
In addition to their innate traits, a starting halfling character Eldritch Affinity
chooses eight lineage traits, which can include any of the Choose a school of magic. You have a +1 bonus to the
following options. challenge throw for magic you channel of that school, including
from spells and magic items. The most common schools for
Halfling Combat halfling eldritch affinity are abjuration, enchantment, and
Halfling histories are replete with tales of cunning and courage, illusion, but you can select any school of magic that fits your
and many halflings draw on those traditions to become character’s backstory.
formidable warriors. Chapter 10/Magic Challenge Throw (335); Schools of Magic (328)
imported from other languages are often modified to fit an celestials, fiends, and undead, but you can select any creature
Imperial feel. type that fits your character’s backstory.
Bovin Brin Cadal Caim Chapter 7/Creatures of the World (157)
Cehlem Cessi Dairviz Doldim
You choose this trait once for a single creature type, and can
Fahmur Gar Hivild Jhedro
choose it up to three times for different creature types.
Johulba Kerkaz Larsu Medref
Mua Nachalum Nastad Neired
Nuchache Rascazil Rashen Norhus
Resurgence
Rhahled Ryarod Saltut Secur The first time in any combat that you are bloodied, you gain
Sheg Shiku Sogar Thimvak temporary hit points equal to your Charisma score that last until
Trur Tulvon Veho Vendirgas the end of your next turn.
Veldec Vrivivi Yusmodah Zinethro Chapter 9/Temporary Hit Points (253)
Best Effort
Whenever an ally lends you skill assistance or vice versa, if the
d20 roll for the skill check is 1 to 9, treat it as 10.
Chapter 6/Skill Assistance (107)
Healer
You have a +1 bonus to Healing checks, or a +2 bonus to checks
with a chosen skill in the Healing group.
Chapter 6/Healing (123)
Human Aptitude
You have a +2 bonus to checks with any one personal skill
related to travel or scouting.
Chapter 6/Personal Skill Groups (145)
Knowledgeable
You have a +1 bonus to Expertise checks, or a +2 bonus to
checks with a chosen skill in the Expertise group.
Chapter 6/Expertise (121)
Profit Driven
The first time you make a personal skill check to earn income
during downtime, you have advantage on the check.
Chapter 8/Earning Income (207)
Streak of Success
Whenever you roll a natural 20 on a skill check, whether the
check succeeds or fails, you gain advantage on the next skill
check you make before your next short or long rest.
Chapter 6/Skills (99)
Unhampered
While you are slowed, you can shift and run.
Chapter 7/Movement (166)
Appendix B/Slowed (A11)
Enduring Lineage
Lineage traits can’t be retrained in the way feats can, as they
represent a deep, instinctual knowledge built up over the course of
your character’s life. Rather than shorter-term training or focused
instinct, traits represent your connection to the history of your
people, built around the stories you’ve been told, the legends
you’ve learned, and the games of mock combat and magic you
played as a child.
The GM will take your trait choices into account when thinking about
how the campaign moves forward, making sure that every character
has a chance to do what they’re good at. So if the scope of the
campaign isn’t making use of the narrative or mechanical benefit a
trait provides you, you can always talk to the GM about how you’d
like to make more use of that trait.
But you can also talk to the GM about taking a new trait to replace a
trait that isn’t working as you wanted it to, or that feels as if it was a
bad choice within the context of the campaign — especially if that
trait provides a benefit you’ve never used. This can easily happen
with combat traits such as martial focus or defensive stalwart, for
which you might select a foe option that feels nicely thematic, only
to realize that those foes are rarely going to show up in your
adventures.
Essaruk Features
Essaruks and Orcs Essaruks stand generally from 5.5 feet to 6.5 feet tall, and weigh
The related lines of the essaruks and orcs were separated by the between 150 and 225 pounds. They bear much resemblance to
paths of prehistory long before they became the dominant their orc kin, including in their prominent canine teeth, but
cultures of the open northeast steppes and the north-central typically have more compact frames. Their skin and hair tones
primeval forests of Isheridar. The point at which the two peoples run from various shades of tan and brown through to ice-white
first rediscovered each other remains unknown, but the oldest and dusky gray, with the hair of the head and body typically a
tales of both lines speak of primeval realms ruled by monsters, few shades darker than an essaruk’s complexion. Their eyes are
which were ultimately tamed by orc and essaruk heroes. predominantly blue and green, in both pale and dark shades.
Healer
You have a +1 bonus to Healing checks, or a +2 bonus to checks
with a chosen skill in the Healing group.
Chapter 6/Healing (123)
Hunter’s Sense
When dealing with creatures of any type selected for your
martial focus trait or the defensive stalwart trait, you have
advantage on skill checks to learn or recall information about
those creatures, and you have advantage on skill checks to track
those creatures.
Chapter 6/Knowledge and Lore sidebar (109)
Chapter 6/Dungeoneering (115); Nature (131); Perception (134)
Nature’s Touch
You have a +1 bonus to Nature checks, or a +2 bonus to checks
with a chosen skill in the Nature group.
Chapter 6/Nature (131)
Orc Aptitude
You have a +2 bonus to checks with any one personal skill
related to hunting or tracking.
Chapter 6/Personal Skill Groups (145)
Goblin Features
Goblins, Hobgoblins, and Goblins range from 4 feet to 4.5 feet tall on average, and weigh
Bugbears between 40 and 70 pounds. Their earthy skin tones run from a
pale ashen brown to a rich brown-green, with their hair almost
The golbrhenee, as the goblins, hobgoblins, and bugbears always extremes of dark red, brown, or black, or light ash-gray or
name themselves collectively, are more closely bound together white. They have little hair aside from that on their heads, and
than any of the other related worldborn lines, though this wasn’t only rarely sport facial hair. Their eyes are uniformly bright, most
always the case. The oldest legends of all three peoples talk of often yellow, green, or ice blue.
times when they dwelled apart from each other and were often
in conflict, before coming together to survive an overwhelming Goblin Lineage Languages
threat in their original homelands in south-central Isheridar — a Golbrhen is the spoken language of the goblins and all other
threat that not even those oldest tales name. golbrhenee, just as Norlhen is the sign language of those folk,
with most goblins knowing one or both.
Goblin
Called the gorbeyna in their own language, the goblins Goblin Names
dominated the southern coasts and hills of Isheridar for Goblin blended names often have secondary echoes to the
millennia. They built clanholds that became monarchies, then histories and tales that most strongly resonate with them. Their
became empires as they pushed ever outward along the identities can thus incorporate the names of major and minor
seacoast, and into and beneath the mountains. But the tales of heroes, sages and diplomats, battles and treaties, summits and
expansion and exploration that fill the oldest goblin histories symposia, lost clans and fallen kingdoms, and any other
frame that expansion not as conquest but discovery, and a love elements of the records and tales that make their way into the
of discovery shapes the lives of many goblins even today. narrative of a particular clan or family.
Size long pole group, and the crossbow group, but you can select
any weapon group that fits your character’s backstory.
You are a Medium creature, with a space and reach of 5 feet.
Chapter 9/Weapons by Weapon Group (278)
Chapter 9/Creature Size (264)
You choose this trait once for a single weapon group, and can
Speed choose it up to three times for different weapon groups.
In addition to their innate traits, a starting hobgoblin character Chapter 10/Starting Spells (324); Focusing Spells (326)
chooses eight lineage traits, which can include any of the
following options. Eldritch Affinity
Choose a school of magic. You have a +1 bonus to the
Hobgoblin Combat challenge throw for magic you channel of that school, including
The histories of the hobgoblins encompass centuries of martial from spells and magic items. The most common schools for
tradition as both conquerors and defenders. hobgoblin eldritch affinity are conjuration, evocation, and
illusion, but you can select any school of magic that fits your
Defensive Stalwart character’s backstory.
Whether as experience or legend, a history of conflict with Chapter 10/Magic Challenge Throw (335); Schools of Magic (328)
creatures of certain types grants you advantage on defense rolls
against attacks by those creatures. The most common creature Focused Mind
types for hobgoblin defensive stalwart are aberrations, fey, and You have advantage on saving throws against effects that would
wondrous beasts, but you can select any creature type that fits make you charmed.
your character’s backstory.
Appendix B/Charmed (A9)
Chapter 9/Defense (237)
Chapter 7/Creatures of the World (157) Spell Insight
You choose this trait once for a single creature type, and can When you counterspell, you have advantage on the Magic
choose it up to three times for different creature types. check.
Chapter 10/Counterspell (339)
Quick Instincts Chapter 6/Magic (128)
You have a +2 bonus to initiative rolls.
Chapter 9/Initiative (234) Hobgoblin Spirit
An instinctive drive toward learning and understanding shapes
Pack Tactics the experiences of many hobgoblins.
If you are within melee reach of a creature who is also within
melee reach of two or more of your allies, you can flank that Best Effort
creature as a free action. Whenever an ally lends you skill assistance or vice versa, if the
Chapter 9/Flank (289) d20 roll for the skill check is 1 to 9, treat it as 10.
Chapter 6/Skill Assistance (107)
Weapon Affinity
Choose a weapon group. You have a +1 bonus to attack rolls for Deference to Rank
weapons from that group. The most common weapon groups You have advantage on Investigation or Persuasion checks
for hobgoblin weapon affinity are the heavy sword group, the made to assess or interact with the leader of a group of
creatures.
Chapter 6/Investigation (126); Persuasion (137)
Wary Wielder
Bugbear Features
Bugbears typically stand from 5.5 feet to 7 feet in height, and
If an object (including a weapon) you hold would be damaged, weigh between 150 and 250 pounds. Their skin tones run the
you can use a reaction to negate the damage to the object. range from pale ash-gray to dark red-brown, with fur and hair
Chapter 8/Damaging Objects (230) whose base is consistently the same shade as their skin but
often shot through with brighter highlights. Bugbear eyes are
most often a brighter version of their skin tone, from silver and
Bugbear gold through to hazel-brown and red-black.
In the oldest tales of the golbrhenee, the urgaerbas were warrior
clans of the southlands, who fought against the kingdoms of the
gorbeyna and hogorba for centuries before eventually fighting
Bugbear Lineage Languages
As with all golbrhenee, most bugbears speak Golbrhen, sign
alongside them. During the age of the Lothelecan, their name
Norlhen, or both.
was twisted to “bugbears” by Imperial speech. However, the
urgaerbas have long made familiar use of this nickname for the Chapter 7/Languages (159)
ironic flavor it carries for them, trading in the sense of warrior
culture that is their historical calling card for a name seemingly Bugbear Names
stolen from children’s stories.
Bugbear blended names often incorporate the names of
warriors and leaders tied to historical conflict. But bugbears are
Somber Discipline just as inclined to use the names of those whose victories are
Bugbear culture has long been built on narrative traditions, with lesser known — or even those known for how they handled
a focus on the lessons that arise in response to struggle and defeat or brokered surrender, marking a connection to such
conflict. Their stories sketch out myth and history as constant marginal figures for the lessons that can be learned from them.
and repeating cycles of struggle and adversity, digging deep
into the lessons ultimately taught by that struggle to reveal Example Bugbear Names in Golbrhen
hidden meanings that must be pondered and reflected upon.
The same sense of humor that allows most urgaerbas to accept
Always the strongest of the golbrhenee, the bugbears are
the bugbear name for their line inspires many to pick out daily-
painted by the oldest tales of the three kinfolk as warriors first
use components of their blended names that have an amusing
and foremost. But for their own part, they have long been
tone to non-golbrhenee ears.
content to let their own side of those tales go forgotten, and
many of those oldest histories would have been lost had the Bardir Bran Breggonk Brerdun
goblins and hobgoblins not recorded them in their own annals. Brur Chramkk Chrerdan Chrirnarr
Reflecting on the lessons of those retold tales makes bugbears Durdumkk Gadorr Geggilk Gezzan
acutely aware of the obligations that come with power — and Ghargak Ghivrumkk Hrarnurr Hromkk
the misuses to which power can be put. Hrudrath Khik Khodrann Khonk
Khuzzith Nogrilk Nugrulk Ralk
Whatever course they set for themselves, a focus on
Rettann Rilk Stozzoth Tezzor
understanding all life as lessons instills many bugbears with a
Thevrank Thigrunk Tolk Vargik
singular sense of discipline, fixing on clear goals and committing
Virgirr Virrarr Zank Zetrark
to realizing those goals. When those goals include the well-
Zhir Zittarr Zodor Zolk
being of kin and friends, bugbears often feel an instinctive drive
to serve as defenders and protectors, and they take and offer
trust easily as a result. However, a bugbear can easily become
Bugbear Aptitude
You have a +2 bonus to checks with any one personal skill
related to teaching or training.
Chapter 6/Personal Skill Groups (145)
Cautious
You have a +1 bonus to Stealth checks, or a +2 bonus to checks
with a chosen skill in the Stealth group.
Chapter 6/Stealth (140)
Hunter’s Sense
When dealing with creatures of any type selected for your
martial focus trait or the defensive stalwart trait, you have
advantage on skill checks to learn or recall information about
those creatures, and you have advantage on skill checks to track
those creatures.
Chapter 6/Knowledge and Lore sidebar (109)
Chapter 6/Dungeoneering (115); Nature (131); Perception (134)
Inspired Failure
Whenever you roll a natural 1 on a skill check and fail the check,
you gain advantage on the next skill check you make.
Solicitous Instinct
You have advantage on Investigation or Persuasion checks
made to assess or interact with any creature for the first time.
Chapter 6/Investigation (126); Persuasion (137)
Vigorous
You have a +1 bonus to Athletics checks, or a +2 bonus to
checks with a chosen skill in the Athletics group.
Chapter 6/Athletics (112)
Lie Low You choose this trait once for a single weapon group, and can
choose it up to three times for different weapon groups.
As a minor action, you grant yourself advantage on Stealth/hide
checks until the end of your turn.
Kobold Magic
Chapter 6/Stealth (140) Kobolds were the first worldborn creatures to wield arcane
magic in its earliest primordial form, and many kobolds forge a
Scent connection to the eldritch arts.
You have the scent feature, allowing you to use your sense of
smell when making Dungeoneering, Perception, Nature, and Eldritch Affinity
personal-group skill checks related to seeking or sensing. Choose a school of magic. You have a +1 bonus to the
Appendix A/Scent (A6) challenge throw for magic you channel of that school, including
Chapter 6/Dungeoneering (115); Nature (131); Perception (134); from spells and magic items. The most common schools for
Personal Skill Groups (145) kobold eldritch affinity are conjuration, illusion, and
necromancy, but you can select any school of magic that fits
Kobold Chosen Traits your character’s backstory.
In addition to their innate traits, a starting kobold character Chapter 10/Magic Challenge Throw (335); Schools of Magic (328)
chooses eight lineage traits, which can include any of the
following options. Elemental Affinity
When you channel magic that deals acid, cold, fire, lightning, or
Kobold Combat thunder damage, including from spells and magic items, you
Kobolds are canny combatants, able to take full advantage of can replace the roll of one of the damage dice with your
their size and speed on the battlefield. spellcasting modifier.
Chapter 9/Damage Types sidebar (271)
Defensive Stalwart
Whether as experience or legend, a history of conflict with Natural Magic
creatures of certain types grants you advantage on defense rolls You can cast 0-level spells even when you have no spell points.
against attacks by those creatures. The most common creature
types for kobold defensive stalwart are constructs, monstrous Chapter 10/Spell Points (322)
arthropods, and oozes, but you can select any creature type that
fits your character’s backstory. Spell Resilience
Chapter 9/Defense (237) When you take damage from a spell, you can use a reaction to
Chapter 7/Creatures of the World (157) reduce the damage by 1d4 (minimum 0 damage).
You choose this trait once for a single creature type, and can
choose it up to three times for different creature types.
Kobold Spirit
Across countless generations, kobolds have developed a
Disarming Touch reputation for ingenuity and industry.
Kobold Aptitude full histories only with study and interpolation. This focus is
reflected in the convictions of many lizardfolk, who concern
You have a +2 bonus to checks with any one personal skill themselves more with the short term than the long term,
related to building or excavation. knowing that the short term will become the long term soon
Chapter 6/Personal Skill Groups (145) enough. The narratives they share are the first things many
lizardfolk turn to when seeking guidance for undertaking
Magic-Touched decision or action, reciting events of the past in search of insight
that might be reflected in the present and future. When
You have a +1 bonus to Magic checks, or a +2 bonus to checks
lizardfolk write their stories down, it is mostly to share this same
with a chosen skill in the Magic group.
guidance with others, and written and printed versions of their
Chapter 6/Magic (128) histories and lore are often given away or simply abandoned as
they travel, left behind for others to find.
Poison Resilience Lizardfolk are known for an empathic intelligence as sharp as
You have advantage on saving throws against poison. their intellect, with that empathy thought to connect to the
predatory instincts that drove their oldest ancestor-folk. If any
Chapter 7/Poison (183)
single feature connects lizardfolk across countless clans and
cultures, it is the instinctive ability to read the moods of other
Shared Skill creatures, and an implacable nature that can sometimes make
If you and other creatures make the same skill check at the same them that much harder to read in return. However, all those who
time to accomplish a task together, one of the other creatures of grow close to a lizardfolk know that their emotions are simply
your choice has advantage on the check. often kept in check behind their focus on the present. A
Chapter 6/Skills (99) lizardfolk might seemingly ignore joy or tragedy in the moment,
but only because they understand that the moment presents
other more pressing concerns that must be dealt with first.
Lizardfolk
The lizardfolk were the first worldborn to migrate out from
central Isheridar, and their exacting narrative tradition records
The Ritual of Bounty
One of the best known and least understood traditions explored in
the earliest tales of those migrations with a clarity unchanged
the histories of the lizardfolk is their acceptance of ritual
over millennia. They are thought to be older than their kobold
cannibalism — often hyperbolized as a hunger for worldborn flesh in
kin, and often appear more inscrutable. But where a lizardfolk
the ancient tales of other folk. But the truth is more complex than
might keep their own thoughts to themself among strangers, the stories tell, and those who grow close to lizardfolk in friendship
their willingness to share the stories of their past knows no are typically the only non-lizardfolk who fully understand it.
bounds.
Lizardfolk have no issue with eating the flesh of their own kind. For a
lizardfolk, knowing that in death they might lend nourishment and
Ageless and Nameless life to others is a high honor. But only those who have made their
Lizardfolk are so-named because their version of the Draconic wishes to be part of what the lizardfolk call ‘oalruloi’ — the ritual of
language has no proper name for their own kind, and they refer to bounty — are ever consumed in this way, and only after the body is
themselves simply as ‘our people’ when the need arises. Because properly cleaned, dressed, and prepared with purify food and drink
names assign meaning to the relationships between things for to ensure the elimination of parasites and pestilence.
lizardfolk, the notion of a name that describes all their kind makes The most evil lizardfolk sometimes break their own traditions to eat
no sense to them, since lizardfolk as individuals can’t possibly be a worldborn not known to have offered themself after death. But
meaningfully connected with other lizardfolk they don’t know. The such behavior is considered as aberrant among the lizardfolk as
name of ‘lizardfolk’ was first given to them by the elves in in Ilvani, among other peoples.
and the folk of this line accept that name freely, understanding how
other people less certain of their own place in the world need to use
it. Lizardfolk Features
Lizardfolk range from 5.5 feet to 6.5 feet tall, measure 9.5 feet to
Guidance From the Past 11 feet from nose to tail, and weigh between 180 and 250
pounds. Their hairless, scaled skin often appears rough but is
The stories of the lizardfolk remain a largely unwritten tradition, smooth to the touch. It typically combines one or more shades
passed instead as narrative performance from parents to of gold, green, blue, or brown, often with darker coloration
children, kin to kin, stranger to stranger throughout their lives. along the crest of the head, spine, and tail. A lizardfolk’s eyes
Though they are as well versed with the written word as all folk, tend toward extremely bright or extremely dark, varying through
the articulated word is precious them — to the point where shades of gold, green, and brown.
many feel uncomfortable reading unless they read aloud or sign
as they do. Their earliest myths and tales bring to life the past of
the dragon lands of Taliyad, where the first lizardfolk clanholds
Lizardfolk Lineage Languages
arose. And though they have long since spread to virtually every Draconic and Kiarlex are the spoken and signed languages of
coast and corner of the world-continent, the lack of direct the lizardfolk line, prevalent among lizardfolk communities in all
knowledge of their lost homelands means that many other realms.
peoples instinctively think of the lizardfolk as wanderers, and as
the masters of moor, mountain, and marshland often passed Lizardfolk Names
over for settlement by other worldborn folk. Lizardfolk names define the relationships between an individual,
Lizardfolk collect tales focused on local events and short-term the creatures who are closest to them, and the world in which
timelines, which become connected into something resembling they hope to thrive. A lizardfolk’s name when first born generally
reflects their parents, kin, and birthplace, with the syllables of Aquatic Fighter
those related names taken apart and reassembled like the
components of a poem. When you fight underwater, your melee weapon attacks suffer
no disadvantage from being underwater, and have favored
damage.
Example Lizardfolk Names in
Draconic Chapter 9/Favored Damage (271); Underwater Combat (308)
Throughout their life, a lizardfolk might add new components to Martial Focus
a name, update or rework old components, or replace their
entire name without warning. Whatever bonds to the world and A shared history of conflict with creatures of certain types grants
other creatures are most important to a lizardfolk at any given you favored damage on weapon attacks against those creatures.
time will define their identity. The most common creature types for lizardfolk martial focus are
botanicals, oozes, and undead, but you can select any creature
Aekezoh Akettuh Bhoahao Brorqakux
type that fits your character’s backstory.
Brushakisz Chaeyolqes Chartoxa Chikkiushruk
Chiyedri Chuakkizzua Chursass Crenraes Chapter 7/Creatures of the World (157)
Criss Dadazesk Dhih Dhusk You choose this trait once for a single creature type, and can
Dittae Dorshezia Drettu Elqekex choose it up to three times for different creature types.
Eqirsias Erzuqis Ezduss Henqaes
Jess Jox Khekzi Kotzoat Tooth and Claw
Qruz Seh Sogo Thamza
You can make unarmed strike attacks with your claws or teeth in
Thaox Thit Thoss Throx
addition to your fists. An unarmed strike attack made with your
Ukre Uqerzixl Uthlosox Yas
teeth deals piercing damage, and an unarmed strike attack with
your claws deals slashing damage as long as your hands aren’t
Lizardfolk Innate Traits covered.
Lizardfolk typically possess the following innate lineage traits. Chapter 9/Unarmed Strike (284)
Eldritch Affinity
Choose a school of magic. You have a +1 bonus to the Lineage Feats
challenge throw for magic you channel of that school, including The following feat allows a character to forge a deeper
from spells and magic items. The most common schools for connection to their lineage.
lizardfolk eldritch affinity are abjuration, divination, and
enchantment, but you can select any school of magic that fits Dominant Lineage
your character’s backstory. The traits of your people run especially strong in you.
Chapter 10/Magic Challenge Throw (335); Schools of Magic (328) Prerequisites: —
Form of Nature Benefit: You select one additional chosen lineage trait from
your lineage. As usual, you can freely select traits from another
You have advantage on saving throws against effects that would lineage if doing so fits your character concept, can select an
make you immobilized. innate trait as a chosen trait if you have a shared lineage, or can
Appendix B/Immobilized (A10) create a unique trait in consultation with the GM.
You can select a trait you already have only if the trait can be
Lizardfolk Spirit taken more than once.
The physical and mental focus for which they are known shapes Mastery: You can take this feat multiple times at a cost of 1 feat
the outlook of many lizardfolk. slot. Each time you do so, you select a different lineage trait.
Eloquent
You have a +1 bonus to Persuasion checks, or a +2 bonus to
checks with a chosen skill in the Persuasion group.
Chapter 6/Persuasion (137)
Hardy
You have a +1 bonus to Endurance checks, or a +2 bonus to
checks with a chosen skill in the Endurance group.
Chapter 6/Endurance (118)
Hunter’s Sense
When dealing with creatures of any type selected for your
martial focus trait or the defensive stalwart trait, you have
advantage on skill checks to learn or recall information about
those creatures, and you have advantage on skill checks to track
those creatures.
Chapter 6/Knowledge and Lore sidebar (109)
Chapter 6/Dungeoneering (115); Nature (131); Perception (134)
Lizardfolk Aptitude
You have a +2 bonus to checks with any one personal skill
related to research or lorekeeping.
Chapter 6/Personal Skill Groups (145)
Narrator’s Recall
You have a sharp recollection of information told to you by
someone else, granting you advantage on skill checks made to
recall information from conversations.
Serpentine
While you are restrained, you do not have disadvantage on
defense rolls and Reflex saves.
Appendix B/Restrained (A11)
Sturdy Mind
You have advantage on saving throws against effects that would
make you dazed.
Appendix B/Dazed (A9)
AGE CATEGORIES
Physical Attributes Middle
The following table summarizes the average height and weight Lineage Adult Age Old Venerable Maximum Age
range of characters from each lineage. Many characters fall Bugbear 16 years 30 50 70 + 2d10 years
outside the averages, though, so treat the ranges below only as Dwarf 18 years 40 70 100 + 2d10 years
guidelines. Likewise, your character’s other physical details — Elf 18 years 40 75 110 + 2d20 years
including hair color, eye color, and skin tone — are as Essaruk 17 years 30 50 70 + 2d10 years
determined by you. Your character can be any sex and gender Gnome 18 years 30 50 80 + 2d10 years
you choose. Goblin 16 years 35 55 75 + 2d10 years
Lineage Typical Height Typical Weight Halfling 17 years 30 45 70 + 2d8 years
Bugbear 5’ 6” to 7’ 0” 150 lb. to 250 lb. Hobgoblin 16 years 30 50 70 + 2d10 years
Dwarf 5’ 0” to 5’ 6” 125 lb. to 200 lb. Human 17 years 35 55 75 + 2d20 years
Elf 5’ 0” to 6’ 6” 90 lb. to 200 lb. Kobold 15 years 30 55 85 + 2d10 years
Essaruk 5’ 6” to 6’ 6” 150 lb. to 225 lb. Lizardfolk 15 years 40 75 105 + 2d20 years
Gnome 4’ 6” to 5’ 0” 70 lb. to 90 lb. Orc 17 years 35 55 75 + 2d10 years
Goblin 4’ 0” to 4’ 6” 40 lb. to 70 lb.
The Adult column in the table indicates the nominal average
Halfling 4’ 0” to 4’ 6” 55 lb. to 80 lb.
age at which a character reaches full physical maturity. As with a
Hobgoblin 5’ 0” to 6’ 6” 100 lb. to 200 lb.
character’s height and weight, this average is only a guideline.
Human 5’ 0” to 6’ 6” 100 lb. to 225 lb.
Moreover, the varied and different cultures in which characters
Kobold 4’ 6” to 5’ 0” 80 lb. to 100 lb.
of any lineage might live all have their own social and legal
Lizardfolk 5’ 6” to 6’ 6” 180 lb. to 250 lb. conventions surrounding maturity. However, those conventions
Orc 5’ 6” to 7’ 0” 150 lb. to 250 lb. have no bearing on a character’s objective abilities.
In a culture that marks a person’s entry into adulthood at
Tall for Your Height sixteen, a twenty-year-old character will likely be thought of as
Examining the range of heights and weights for characters of the well established in their adult life. In a culture whose youngest
twelve worldborn lineages, it’s easy to note a number of crossover members remain under the stewardship of their parents until
points. A human or elf can be 5 feet tall at the shorter end of the age twenty-one, another twenty-year-old might be thought of as
average heights for those lineages, as can a gnome or kobold at the still being an impetuous adolescent. However, though these
tall end of the average heights for their folk. Likewise, many player social perspectives might be a factor in how each character is
characters and NPCs fall even farther outside the routine averages roleplayed, both are as capable as any other adventurer of the
of height and weight. The features that define Small creatures are
same age and experience.
based on a number of factors, though, including general quickness
and conditioning, and not just height. As such, a taller gnome or The maximum age for each lineage represents the physical
kobold is usually still a Small creature, while a shorter human or elf limits of aging for characters. However, many people in the
typically remains a Medium creature. world — particularly adventurers — die of unnatural causes long
If you do want to play a character outside the average lineage norms before getting to venerable age.
for height and weight, you can easily make your leggy gnome or In the event that a character is still a part of the campaign upon
halfling a Medium creature, or make your petite dwarf, elf, reaching venerable age, the GM secretly rolls the character’s
hobgoblin, or human character a Small creature. Just make the maximum age — the number from the Venerable column on the
following changes to your innate lineage traits: “Age Categories” table plus the result of the dice roll indicated
• Medium creatures have a speed of 30 feet, can use heavy on the Maximum Age column. A character who reaches their
weapons, and lose the lie low innate trait (which Small characters maximum age dies of old age at some time during the following
gain as an extra innate trait to offset their lower speed). year.
• Small creatures have a speed of 20 feet, can’t use heavy weapons,
and gain the lie low innate trait.
Gnome (40); Goblin (55); Halfling (45); Kobold (62)
Starting Age
Your character can start out at any age, regardless of lineage or
culture. Although starting characters already have specialized
Character Age knowledge, training, and experience that sets them apart from
other folk, a newly created character is usually assumed to be a
Despite their varied origins, all worldborn have a relatively relatively young adult as they set out on the path to adventure.
similar rate of physical and mental growth from birth through But it can be just as much fun to play a more mature character
childhood, adolescence, and adulthood. When passing into taking up an adventuring career. Because all characters have the
middle age and beyond, though, certain lineages begin to slow same number of starting feat slots (usually 20), an older
in their aging, so that the most venerable elves and lizardfolk character is simply one who amassed those feat slots over a
might outlive the longest-lived human or goblin by more than longer period of slower progression, rather than following the
three decades. [In CORE20, the lines of elves, dwarves, and path of the would-be hero or scoundrel from a young age.
lizardfolk evolved long ago in areas suffused with high levels of
magic, producing biological changes in those lineages that A 50-year-old wizard might have spent most of her life
lengthened the lifespans of their folk. However, that increase in engaged in dull library work, attaining only minimal
lifespan is much less dramatic than it is in other fantasy games.] spellcasting ability before some sudden catastrophe thrusts
her into a life of adventure. A 35-year-old city guard might
have learned their skill with sword and crossbow at a young
age, then led a relatively easy life that offered up no real
Feat Index
In this index, a gray background indicates a feat that has a secondary appearance under a particular category, but whose main write-
up is in another category.
Lineage Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Dominant Lineage — Select one additional lineage feature. 1 — — — — —
1 — — — — —
Empire, and which are still used in most areas of the world.
Skill Affinity Characters of all lineages except human also know a spoken or
A character’s background provides an aptitude for particular signed lineage language tied to their lineage’s history.
skills. At character creation, a character gains a +3 bonus that
can be applied to a number of favored skill groups for that Chapter 7/Languages (159)
Chapter 3/Lineages (34)
background. A character can take a +3 bonus to one skill group,
take a +2 bonus to one skill group and a +1 to a second group, As part of their background, your character gains three bonus
or take a +1 bonus to three skill groups, as the player decides. feat slots to take the Learn Language feat three times — for a
regional language, Imperial, and a lineage language. Because
Chapter 6/Skill Groups (100)
Imperial is effectively the human lineage language, a human
All backgrounds have three favored skill groups except for the character can choose any lineage language or a second regional
magical background, which has four. language (spoken or signed) at character creation. Characters
One player creates a character meant to be a master thief. whose regional language and lineage language are the same, or
Taking the criminal background, the character takes a +3 whose backstory means they never learned their expected
bonus to Thievery checks, maximizing her ability to open lineage language, can likewise choose a different lineage or
locks, handle traps, perform sleight of hand, and the other regional language. The GM has details on the regional and
skills of the Thievery group. lineage languages that are most commonplace in your
campaign.
Another player creates an animys spellcaster who learned
their art as a wandering healer. Taking the magical Characters who want to can use feat slots to learn additional
background, the character uses their Skill Affinity to take a languages using the Learn Language feat. The choice of
+1 bonus to Healing checks, a +1 bonus to Magic checks, languages your character can learn is entirely up to you, as is the
and a +1 bonus to Nature checks, representing a lesser choice of whether to take minimal fluency in a broad range of
degree of knowledge across a broader range of study. languages, or take additional instances of Learn Language to
boost their fluency.
All backgrounds also grant a character a +3 bonus to checks
with any personal skill groups. These personal skill groups Chapter 7/Learn Language (165)
reflect the vocations, hobbies, and interests that are a part of Chapter 7/Fluency and Language sidebar (165)
every character’s life, and will often connect to the character’s In certain cases, you might convince the GM to allow your
backstory or environment. character to know a different language instead of the default
Chapter 6/Personal Skill Groups (145) knowledge of Imperial. Be aware, though, that such a character
will have trouble communicating in a campaign that touches on
A player decides that his character was born in a coastal a number of different regions or cultures, with Imperial serving
settlement in a seafaring nation, and spent much time on as a common bridge language between different peoples.
ships and the water. The player establishes that his
character uses the Sailor personal skill group, and takes a
+2 bonus to Sailor checks to reflect that backstory. He also
uses the Musician personal skill group and takes a +1
Character Backgrounds
The following backgrounds can each reflect a character’s past
bonus to Musician checks, reflecting the character’s love of and help shape their future.
the sea shanties once sung in the taverns of his homeland.
Ability Score Increase Chapter 6/Expertise (121); Investigation (126); Stealth (140);
Personal Skill Groups (145)
Increase one of your ability scores by 2 or increase two of your
ability scores by 1. Suggested ability scores: Strength, Dexterity,
or Wisdom. Background Benefit
Choose one of the following benefits for your urban character.
Chapter 2/Ability Scores (29)
Background Benefit
Choose one of the following benefits for your wanderer
character.
Natural Linguist
You gain two bonus feat slots to take Learn Language ×1 for
two languages that connect to lands you once traveled through
or cultures with which you have spent time.
Chapter 7/Learn Language (165)
Outsider’s Edge
Whenever you make skill checks to interact with other creatures,
you ignore any disadvantage that would typically be imposed
because of unfamiliarity with those creatures’ language or
culture.
Lawful neutral The first six alignments, lawful good through chaotic neutral, are
You are dedicated to law and order above all else, fighting for good the standard alignments for player characters. In most
only when evil arises to threaten that order. campaigns, the three evil alignments are for villains and
malevolent monsters.
Neutral
You mostly fight for yourself and those you care for, and you stand Lawful Good
against evil only when it threatens you — or when you have
A lawful good character acts as a good person is expected to
something to gain.
act. They combine honor and compassion, opposing evil and
fighting against it relentlessly. They tell the truth, keep their
Good and Evil word, help those in need, and speak out against injustice. A
lawful good character strives to see fair punishment for the
Good characters and creatures protect innocent life. Evil
guilty based on appropriate restitution for their victims.
creatures debase or destroy innocent life, whether for pleasure
or profit.
“Good” implies altruism, respect for life, and a concern for the
Neutral Good
dignity of sapient beings. Good characters make personal A neutral good character does the best that a good person can
sacrifices to help others. do. They are devoted to helping others, always doing what’s
right while not worrying about what people in authority might
“Evil” implies hurting, oppressing, and killing others. Some evil think about their actions. They are happy to follow orders, but
creatures have no compassion for others and kill without never feel obligated to those who would give them orders.
Feat Index
In this index, a gray background indicates a feat that has a secondary appearance under a particular category, but whose main write-
up is in another category.
Background Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Formative Past — Select one additional background benefit. 1 — — — — —
1 — — — — —
Introduction/The First Rule (5) For your skill checks, attack rolls, defense rolls, challenge throws,
saving throws, and initiative rolls, you always roll a d20. To
General and Specific Rules determine the effect that a magic pool has on your character,
you might be asked to roll a d4. When the GM wants to know
There’s only one thing that’s important to keep in mind as you how many creatures appear during an encounter, they might roll
build your character and shape that character’s story through 2d8, rolling a d8 twice and adding the results together. If there
play. The game consists of many general rules, along with are adjustments to be made, the rules provide you with a
specific rules that can let your character break the general modifier to a die roll. For example, to roll 3d10 + 3, you roll a
rules. d10 three times, total the results, and then add 3.
Most of the rules in the game represent activities that any Chapter 6/Skills (99)
character can try to do. A healer character who’s never trained Chapter 9/Attacks (264); Defense (237); Saving Throws (245);
with weapons can pick up a sword to defend themself if they Initiative (234)
need to. An outlander who’s been suspicious of magic her Chapter 10/Magic Challenge Throw (335)
whole life can grab a wand of fireballs from her fallen arcanist
comrade and try to channel its magic with a supreme act of will
and a successful Magic skill check. Using skills, making attacks, Percentile Dice
engaging enemies with roleplaying — any character can do any A set of physical dice comes with two d10s, numbered from 0 to
of these things as part of the general rules of the game. But 9 and from 00 to 90. When rolled together, these dice can be
then specific rules of the game become part of your character as used to generate numbers from 1 to 100, and are sometimes
you select the feats that shape them, allowing your character to referred to as percentile dice or d100. When you roll, you
do certain things that other characters without those feats can’t combine the two-digit die and the one-digit die to get the
do. number. For example, a roll of 60 and 7 is read as 67, while a roll
of 00 and 5 is read as 5. A roll of 00 and 0 is treated as 100.
Chapter 6/Skills (99)
Chapter 9/Combat (234)
Magic Grimoire/Spells (ch. 1) • Magic Items (ch. 2)
The 𝖽20 Roll You then add any fixed modifiers to the roll. Your character
Whenever your character wants to do something that involves the might have bonuses or penalties that apply to any of their d20
risk of failure, you’ll roll a d20 to determine whether and how well rolls.
you succeed. Making d20 rolls happens most often during combat, You might then add the result of a boon die to the roll or
where your character’s success at attacking and defending all subtract the result of a bane die. Boons and banes are die rolls
involve rolling a d20. that improve or hinder your d20 rolls.
Permanent Bonuses You then compare the final total of your roll to a target number
Your character has a number of permanent bonuses that you always that you hope to meet or exceed. Different types of d20 rolls
add to d20 rolls and some other die rolls. Those bonuses determine have different target numbers. Skill checks might be made
how good your character is at certain activities. against a fixed DC (difficulty class) or another creature’s skill
check. Attack rolls are made against defense rolls. Saving throws
Short-Term Boons and Banes are made against challenge throws. In all cases, though, you
Sometimes magic or some other effect makes your character better want your d20 roll to be as high as possible.
or worse at the things represented by a d20 roll. When this happens,
you’ll roll a d4, d6, d8, d10, or d12 and add or subtract it from your
d20 roll, increasing or decreasing your chance of success. Measuring Success
For all d20 rolls, resolving the roll isn’t a simple decision about
Situational Advantage and Disadvantage whether you succeed or fail at what you were trying to do.
When you make certain types of d20 roll, or make a d20 roll under
Depending on how the roll compares to the target number you
special circumstances, you have advantage or disadvantage on the
were trying to meet, you might attain a clear success for a high
roll. You roll the d20 twice, taking the better result for advantage or
the worse result for disadvantage, representing an increased chance
roll, a clear failure for a low roll, or a partial success for a roll
of success or failure. somewhere in between.
An Athletics skill check to jump over a low wall might result in
Playing in Initiative your character clearing the wall easily, or clearing it but falling
At points when it’s important to track what your characters are doing down on the other side. You might crash into the wall, hurting
in moment-by-moment detail, including combat, you’ll roll a d20 to yourself as you hit. Likewise, an attack roll might make full
determine initiative — the order in which each character can act by contact with an enemy, dealing full damage from your weapon
taking a turn. or spell. Or it might make partial contact to deal a bit of damage
don’t roll either die. You must decide to allow a boon and a throws, or initiative rolls. That benefit takes the form of
bane to cancel each other before the dice are rolled. advantage, allowing you to roll a second d20 when you make
A warrior under the effect of a bless spell and a dolor spell the roll, then use the higher roll. For example, if you roll a 17
at the same time has a d4 boon and a d4 bane on attack and a 5, you use the 17. Unlike with boons, you can have
rolls. The player of the character can either roll both dice, advantage only once. If multiple circumstances would grant you
hoping that the boon roll exceeds the bane roll, or can let advantage on a roll more than once at the same time, you still
the dice cancel each other out and roll neither, to avoid the roll only one additional d20.
risk of rolling a low boon and a high bane. Chapter 6/Skills (99)
Chapter 9/Attacks (264); Defense (237); Challenge Throw (245);
Magic Grimoire/Spells (ch. 1)
Saving Throws (245); Initiative (234)
An arcanist uses a spellmark of force shield to gain a d6
Disadvantage represents a specific circumstance that interferes
boon on defense rolls, but is then weakened to gain a d4
with your combat ability, skills, or something else represented
bane to defense rolls. Even though the character is likely to
by a d20 roll. If you have disadvantage, you roll the d20 twice
roll higher on the boon than the bane, the player decides
and use the lower of the two rolls. For example, if you roll an 8
to allow the two to cancel each other, rather than risk a
and a 12, you use the 8. If multiple circumstances would grant
penalty to a defense roll against a hard-hitting foe.
you disadvantage on a roll more than once at the same time,
Appendix B/Weakened (A12) you still roll only one additional d20.
Magic Grimoire/Magic Items (ch. 2)
If circumstances cause a d20 roll to have both advantage and
disadvantage, the advantage and disadvantage cancel each
Optional Rule: Boon Bonuses and Bane other out and you roll one d20. This is true even if multiple
circumstances impose disadvantage and only one grants
Penalties advantage, or vice versa.
Boons and banes are meant to make it easier to differentiate
bonuses and penalties to a character’s d20 rolls (which are always Advantage or disadvantage on opposed rolls don’t cancel each
on) and modifiers that are short-term in nature. When you get a other. If your character has advantage on attack rolls and their
boon or bane, having the extra die in front of you makes it easy to foe has advantage on defense rolls, you and they both roll with
remember to roll that modifier while it’s in effect. But for players advantage.
rolling electronic dice in online games, or who prefer tracking
bonuses and penalties in the same way regardless of whether
they’re permanent or short-term, boons and banes can be replaced
Working With Numbers
with fixed penalties as follows: Most of the math involved in playing the game is simple addition
and subtraction. When you make an attack roll, you add the roll to
• d4: +2 or −2 your attack bonus, then you might add the result of a boon die or
• d6: +3 or −3 subtract the result of a bane die.
• d8: +4 or −4
Needing to divide and multiply in the game is less common. If you
• d10: +5 or −5 ever do need to do so, two special rules apply.
• d12: +6 or −6
Using fixed modifiers to replace boons and banes lowers the Rounding Fractions
average modifier slightly. But having a slightly lower average bonus If the rules call for you to divide two numbers and you end up with a
in place of a boon is balanced by never worrying about taking the fraction, round down even if the fraction is one-half or larger. For
highest penalties for a bane. example, some spells have effects keyed to caster level divided by 2
or 3. When a 5th-level caster divides 5 by 2, the result is rounded
When you use boon bonuses and bane penalties, you don’t worry
down to 2.
about additional boons or banes of the same type. You just use the
modifier for the highest bane that affects a d20 role. For example, a Magic Grimoire/Spells (ch. 1)
character who is weakened with a d4 bane and under the effect of
the dolor spell for another d4 bane takes a −2 penalty to the
Multiplying
appropriate d20 rolls, ignoring the extra bane. If the character is Certain effects can sometimes multiply real-world values such as
then weakened again to increase the bane to a d6, the penalty weight or distance. If more than one such effect is present, you
increases to −3, and dolor’s −2 penalty is ignored. multiply all the appropriate numbers together. For example, a
creature under the effect of an enlarge person spell multiplies their
Appendix B/Weakened (A12)
weight by 8. If that enlarged creature is then struck by a petrify spell,
Magic Grimoire/Spells (ch. 1)
they have their weight further multiplied by 3, making them weigh
Whether you’re a player or a GM, you can use regular boons and 24 times their usual weight.
banes or the replacement penalties as you wish. A GM might prefer
to use boons and banes when only one foe in an encounter is
subject to them, but switch to bonuses or penalties when handling
large numbers of creatures. However, the two approaches can’t be
Actions
mixed for the same creature at the same time. If your character is During a game, you often don’t need to track how much time
weakened with a d6 bane while under the effect of the jump spell, the characters spend doing things. While the party is exploring a
you can’t take a −3 penalty in place of the bane to avoid the risk of ruined chamber in a dungeon, your character might tap on a
rolling high, even while you keep the d12 boon when jumping to wall searching for secret doors while another character tries to
increase the chance of rolling high. pry up a drain grate in the floor to discover what’s underneath it.
The GM focuses on what one character does first, then focuses
on the other character, and no one worries about whether which
Advantage and Disadvantage character’s activities take longer.
Sometimes a specific circumstance gives you a benefit to skill
checks, attack rolls, defense rolls, challenge throws, saving
Sometimes, though, the length of time an activity takes attack, take part of your move action, make a second attack,
becomes important. Characters engaging in combat is the most then finish your move action.
common scenario for each player needing to know how long it Some feats and skills allow you to undertake standard actions
will take to accomplish an activity, because it’s important to more easily than usual, usually turning them into minor actions.
know how many times you can attack your enemies while they’re For example, casting a spell is a standard action, but the
attacking you — or how many times they can attack you while Quickened Spell feat lets you cast a spell as a minor action.
you’re trying to do something else. But any scenario in which
the characters are dealing with pressure or threats can see their Chapter 10/Quickened Spell (374)
activities broken down into specific actions. A creature can never take more than one standard action in a
There are five actions in the game, all of which are detailed round, even if they take no other actions.
below.
• A standard action represents an activity that takes the most Skills
focus and time. If your character wants to do something that Any skill check made while the game is in initiative is typically
would take most of your attention and energy if you were made as a standard action if it requires a significant amount of
doing it in real life, that’s a standard action in the game. effort or focus. Such skill checks include activities such as picking
• A minor action is an activity that takes just a little bit of focus a lock, thoroughly searching a section of a room, kicking in a
and time. If you could do an activity while also doing locked door, bringing a dying ally back from the brink, or
something else, your character should be able to do that attempting to hide from enemies.
same activity as a minor action. Chapter 6/Skills (99)
• A move action is an activity that involves movement or
motion. Anything movement-based that you might do, from
walking to riding a horse, is a move action in the game.
Combat
Making an attack with a melee or ranged weapon is a standard
• A free action represents an activity that takes almost no
action, as is making a combat maneuver or providing combat
effort. Anything you can do automatically, such as talking for a
assistance. Certain feats allow you to make multiple attacks or
few seconds or dropping something you’re holding, is a free
multiple combat maneuvers as a standard action, and many
action in the game.
creatures with natural attacks can attack multiple times.
• A reaction represents an activity that only happens in
response to something else. A reaction might cover an Chapter 9/Attacks (264); Combat Maneuvers (259); Combat
activity typically covered by a standard action, a minor action, Assistance (290)
or a move action, but it makes that activity a spur-of-the- Monster Grimoire/Natural Attacks
moment response. Making a ranged attack with a ranged weapon or thrown
weapon triggers opportunity attacks that enemies around you
Round by Round can make as a reaction, including the target of your attack.
Whenever it’s important for the characters’ activities to be Opportunity Attacks Sidebar
broken down into actions, the GM slows the game down into Chapter 9/Opportunity Attacks (299)
rounds. A round is approximately 10 seconds’ worth of time,
which is long enough for a character to perform one of each
type of action. Because combat is the most common scenario
Opportunity Attacks
for when the game plays slowly, rounds are sometimes referred While in combat, if you move or engage in certain activities that
leave you momentarily vulnerable to an enemy, that enemy can use
to as “combat rounds.” However, even a noncombat mystery
a reaction to make a special attack against you called an opportunity
campaign has moments where tracking the characters’ actions
attack. Opportunity attacks can be triggered while you are in an area
one after the other is important.
where a creature can reach you with a melee attack.
Chapter 9/The Combat Round (234) Chapter 9/Opportunity Attacks (299)
and talismans are exceptions, as these items store spells for The Quickened Spell feat and magic such as the haste spell lets
spellcasters to use, and casting those spells triggers opportunity you cast any spell as a minor action, though you pay an
attacks. If a magic item is activated as a minor action (including increased spell point cost to do so. Other feats allow certain
potions and spellmarks, which also store spells), doing so spells to be cast as a minor action.
doesn’t trigger opportunity attacks.
Chapter 10/Quickened Spell (374)
Magic Grimoire/Schemas, Scrolls, and Talismans; Potions and Magic Grimoire/Spells (ch. 1)
Spellmarks (ch. 2)
Skills
Special Features A skill check that requires only a small amount of time or effort is
Special features come in two types — natural features and typically made as a minor action. Such quick skill checks include
magical features. Many special features granted by feats, magic, activities such as recalling lore, scanning a room for hidden foes
or lineage traits have constant effects that don’t need to be while moving through it, assessing an enemy’s state of mind,
activated. Special features that need to be activated are making an Endurance check to run, or attempting to stay silent
activated as a standard action unless the feature description while moving.
indicates otherwise.
Chapter 6/Endurance (118)
Appendix A/Special Features (A1)
Mundane Actions
Mundane Actions Many items require only a low level of attention when used or
Manipulating items sometimes requires a high level of finesse or manipulated. Drawing or sheathing a weapon, drinking a potion
focus. Drawing a hidden weapon, using flint and steel to light a or using a spellmark, using a tindertwig to light a fire, loading a
fire, loading a heavy or repeating crossbow, reloading bullet hand crossbow or light crossbow, reloading a pocket pistol,
charges in a pistol, locking or barring a door, or removing or opening or closing a door, picking up an item, slipping on or
stowing an item from a pack or a closed pocket are all typical loosing a shield, or removing or stowing an item from an open
standard actions. pocket are all typically minor actions.
Chapter 9/Weapons (274) Chapter 8/Alchemical Items and Everyday Magic (214)
Chapter 8/Adventuring Gear (210) Chapter 9/Weapons (274); Armor (240)
Magic Grimoire/Potions and Spellmarks (ch. 2)
Minor Actions
A minor action takes less time and focus than a standard action. Move Actions
Drawing a weapon, making a quick skill check, drinking a potion, A move action is focused on your character’s movement,
or flanking a foe in combat are all minor actions. whether they are moving on their own or controlling something
else that’s moving. Moving your speed across the battlefield or
Because a minor action represents brief, focused activity, a
across a crowded ballroom is a move action, as is climbing,
minor action can’t be split up by other actions during a round.
jumping, driving a wagon, or directing a mount.
Minor actions never trigger opportunity attacks.
When your character is moving, your move action can usually be
A character can give up a standard action or a move action to
split up during a round. For example, if your character has a
take additional minor actions in a round.
speed of 30 feet and wants to quickly steal items from a number
of locations in a gentry’s bedroom, they can pilfer a chest of
Combat drawers, move, steal something from a desk, and move again as
Attacking a foe is always a standard action, but you can long they have movement remaining. In combat, a character
undertake other activities in combat alongside your attacks. who can make multiple attacks as a standard action can move
Feinting or flanking to gain advantage against a foe are both and attack repeatedly until their movement and attacks are
minor actions. done.
Chapter 9/Feint (289); Flank (289) A creature can give up a standard action to take a second move
action in a round. This lets you move twice in a round while the
Initiative Actions game is in initiative if you don’t attack or cast a spell.
Your initiative roll at the start of combat determines your place
in the initiative order until the end of the encounter. However, Movement
you can spread your actions out through the initiative order by Making any sort of movement under your own power is a move
holding your turn as a minor action, allowing you to finish your action. This can include moving your speed as a full move,
turn during a later creature’s initiative. crawling at half speed because you are prone on the ground,
swimming or climbing at half speed, or shifting at half speed to
Chapter 9/Initiative (234)
avoid opportunity attacks or to make multiple weapon attacks
on your turn. Certain actions, including standing up when you
Spellcasting are prone or making a skill check to determine whether you are
All spells require a standard action to cast, and spells that need slowed by difficult terrain when you move, are made as part of a
concentration require a minor action each round to keep them move action. Some such actions take up part of your available
active. For spells that don’t require concentration, redirecting movement.
the spell to move its area or change its targets is usually a minor
Chapter 7/Movement (166)
action. Dismissing an ongoing spell cast by you to end its effect
Appendix B/Conditions (A8)
is a minor action.
Actions that allow you to move not under your own power are There’s no hard limit to the number of free actions you can take
also move actions, including getting onto or controlling the during a round. However, the GM can impose limits if the free
movement of a mount, controlling a vehicle, or flying using actions you take feel like they cover more than a few seconds’
magic. Any type of movement made as a move action usually worth of activity.
triggers opportunity attacks. You can take a free action even when it isn’t your turn, but you
can’t use free actions if some effect prevents you from using any
Righting and Standing actions — for example, being unconscious. Free actions never
If you have fallen to the ground or have gone prone, you must trigger opportunity attacks.
stand up or right yourself before being able to act and move
Appendix B/Unconscious (A11)
again. Righting yourself or standing up is part of your move
action, takes up some of your available movement, and usually
triggers opportunity attacks. Spellcasting
When casting spells with material components, you engage
Chapter 7/Righting From Prone (168) those components as a free action as long as they are on your
Appendix B/Prone (A10)
person. Engaging with a focus for a spell is a free action as long
as the focus is easily accessible, but the GM might rule that it
Skills takes a minor or a standard action to bring a focus into play
Skill checks involving movement are made as part of your move from inside a pocket or under your shirt.
action, covering activities such as balancing or climbing with an
Chapter 10/Components (329)
Acrobatics check, jumping with an Athletics check, or swimming
with an Endurance check. Skill checks made to improve your Some beneficial spells can be cast only on willing targets. You
movement, such as making an Endurance check to run, are declare yourself a willing target of a spell as a free action.
made as a minor action before you move. Chapter 10/Willing Target (333)
Chapter 6/Acrobatics (110); Athletics (112); Endurance (118)
Mundane Actions
Reactions Activities that take little to no effort or focus are usually free
A reaction is a special action you can take only in response to actions. This includes things such as turning to change the
some specific event that you are aware of. Even as you commit direction you’re facing, dropping an item to the ground close to
to attacks, spellcasting, movement, and other activities, you you, intentionally dropping prone to the ground, or
maintain enough awareness and have sufficient time to react to communicating with allies or enemies.
threats and opportunities as they arise around you. Appendix B/Prone (A10)
Chapter 7/Observation and Awareness (174)
A reaction interrupts the flow of events in the round. When a No Action
reaction is triggered by an event, the reaction is immediately A small number of things your character can do in the game
resolved, then the round continues. If the reaction interrupted a require no action at all. These are typically instinctive and
creature’s turn, that creature can take the rest of their turn when automatic activities that you need to be able to do even when
the reaction is completed. If the reaction is triggered at the end you can’t take any actions, including using action points and
of a creature’s turn, the reaction is resolved and play continues making saving throws.
with the next creature in the initiative order. Action Points (88)
All creatures can use a reaction to make an opportunity Chapter 9/Saving Throws (245)
attack — a special extra attack that triggers when another
creature is vulnerable. Additionally, certain feats can let you take
other types of reactions in response to specific triggering
events.
Opportunity Attack sidebar
Chapter 9/Opportunity Attacks (299)
Chapter 9/Combat Reaction Feats (300)
A creature can usually take only one reaction per round, unless
they have the Quick Reaction feat. Whenever you take a
reaction, you get that reaction back at the start of your next
turn.
Chapter 9/Quick Reaction (301)
Taking a reaction never triggers opportunity attacks.
Free Actions
Free actions consume a minimal amount of time and conscious
effort. Speaking or signing a few words, changing the direction
you’re facing, dropping an item you hold, or dropping to the
ground to avoid being seen are all free actions.
COMMON ACTIONS
Standard Action
Attack
Activate certain magic items (including schemas, scrolls, and talismans)
Cast a spell
Counterspell to disrupt another caster’s spell
Draw a hidden weapon
Light a torch, lantern, lamp, or campfire with flint and steel
Load a heavy or repeating crossbow
Lock or bar a door
Make a combat maneuver
Make a skill check
Provide combat assistance
Reload bullet charges in a pistol
Remove or stow an item from a pack or closed pocket
Use a natural feature
Use a magical feature
Minor Action
Activate certain magic items (including potions or spellmarks)
Cast a quickened spell
Dismiss a spell
Draw or sheathe a weapon
Feint against a foe in combat
Flank a foe in combat
Hold your turn
Light a torch, lantern, lamp, or campfire with a tindertwig
Load a hand crossbow or light crossbow
Make a quick skill check
Maintain an active concentration spell
Open or close a door
Pick up an item
Redirect an active spell
Reload a pocket pistol
Remove or stow an item from an open pocket
Slip on or loose a shield
Move Action
Climb onto or off a mount
Control a mount’s movement
Crawl at half speed
Control a mount or vehicle
Fly using magic
Make a movement-based skill check
Move at your speed
Right yourself from prone
Shift at half speed
Reaction
Opportunity attack
Free Action
Change the direction you’re facing
Declare yourself a willing target of a spell
Drop an item
Drop prone
Engage a spell’s material components or focus
Speak or sign to communicate
Gain Advantage
Action Points When you make a skill check, an attack roll, a defense roll, a
Any character can use the game’s available actions on each of challenge throw, a saving throw, or an initiative roll, you can use
their turns, applying strategy and the luck of the dice to the an action point to grant yourself advantage on the roll. You can
activities and tasks they wish to accomplish. In exceptional use an action point before the roll is made to use advantage to
circumstances, you can augment your character’s actions by negate disadvantage, or you can use an action point after a roll
using an action point — a pool of special benefits you can draw is made to gain a single reroll if the result isn’t to your liking.
on to grant your character a heroic edge.
Chapter 6/Skills (99)
Creatures with action points start each new game session with Chapter 9/Attacks (264); Defense (237); Challenge Throw (245);
all their action points available. Action points used during a Saving Throws (245); Initiative (234)
session can’t be restored during the session, no matter how
You can use an action point to gain a reroll after the outcome of
much game time a session covers. Action points not used in a
the d20 roll is known, but not after the effects of that outcome
session can’t be carried over to the next session, which starts
have been resolved. For example, if you know that your attack
with all creatures restored to their full action points.
roll is a partial hit against a badly wounded enemy’s defense
roll, you can reroll that attack roll in an attempt to get a clear hit.
Acquiring Action Points But you can’t decide to deal half damage with your partial hit,
Your character gains action points by taking the Heroic Action realize that damage wasn’t enough to drop the enemy, then
feat. All beginning characters have Heroic Action as a bonus decide to roll the attack again.
feat, granting them 1 action point. You can use your feat slots to Chapter 9/Measuring Attack Success (265)
take Heroic Action again and gain additional action points.
Action points also make it more likely for your character’s most
potent features to be used successfully. A spellcaster deciding
Regain Spell Points
to exhaust her magical reserves with a desperate counterspell of If you are a spellcaster, you can use an action point to regain a
a necromancer’s circle of death spell makes for a heroic number of spell points equal to your spellcasting ability
moment — unless the Magic check to use the counterspell fails modifier. You can’t increase your spell points beyond their
badly. Having an action point in reserve increases the chance maximum this way.
that a character’s most daring tactics are remembered for the Chapter 10/Spell Points (322)
right reasons.
Chapter 10/Counterspell (339) Negate a Critical or Grievous Hit
Magic Grimoire/Spells (ch. 1) If you are subject to a critical hit or a grievous hit, you can use an
action point to treat the attack as a regular attack, which gains
Using Action Points no extra damage and negated any special features of the critical
You can use 1 action point per round. Using an action point hit or grievous hit.
doesn’t require any action, so that you can do so at any time Chapter 9/Critical Hits (292); Grievous Hits (294)
and even if you can’t take actions (as when your character is
stunned or unconscious). However, if you use an action point to
augment an action or gain an additional action, you must be
Recover From Dying
If you are dying, you can use an action point to automatically
able to undertake the action in question. For example, if you are
regain 1 critical point, forgoing the need to make death saving
immobilized, you can take only mental actions and have a speed
throws. You can’t use an action point in this way until you are
of 0 feet. So you can use an action point to help you with one of
dying, so that you can’t avoid initially going prone then
those mental actions, or even take an additional mental action,
becoming immobilized or unconscious after being reduced to 0
but not to take a physical action or to move.
critical points.
Appendix B/Conditions (A8)
Chapter 9/Hit Points (252); Dying (254)
Appendix B/Conditions (A8)
Hero’s Luck
You shrug off failure to gain the chance to fight again.
Prerequisites: Heroic Action ×1.
Benefit: When you use an action point to gain advantage on a
d20 roll but that roll is wholly unsuccessful, you can gain
advantage on another d20 roll before the end of your next turn.
Wholly unsuccessful rolls include a check or saving throw that is
a clear failure, an attack that is a clear miss, an attack against
your defense roll that is a clear hit, and so forth.
Bonuses, Boons, and Advantage (39)
Mastery: You can take this feat once, at a cost of 1 feat slot.
roleplaying might be difficult to pull off unless every player is The best approach when a rules question comes up is often to
present. decide as a group how to interpret the rule in the moment, with
When a player is missing, how should their absence be handled? the GM having the final say. Then make a note to check the rule
Having the GM run the player’s character like an NPC is fine for at a break or after the game, so that everyone knows how to
some GMs, but too much work for others. Having the character handle it the next time.
run by another player — or even by all the other players
collectively — can also work, with the missing player’s Metagaming
permission. Or if it works with the story, the character of a The prefix “meta” means “referring to itself,” and gives rise to
missing player can likewise not take part in the adventure, either the idea of players metagaming by thinking about the game as
temporarily stepping away, undertaking a side mission whose players, rather than thinking as their characters. One of the most
details the GM and the player’s character can work out as common forms of metagaming is when players take advantage
narrative, or staying with the other characters but hanging back of knowing what a particular creature’s strengths and
from the main action. weaknesses are, even though their characters have never
interacted with or studied that creature before. But players
The Rules of the Table might also metagame by trying to guess what the GM’s
intentions are for some part of the campaign, rather than letting
Your gaming table might be an actual table in someone’s dining their characters discover those intentions.
room or game room, the floor of a living room, a virtual tabletop
online, or any other location where you and the other players in Sometimes, metagaming is unavoidable. Experienced players
your group have enough space to meet, play, and enjoy running starting characters always know things about the game
yourselves. But whatever the space, the rules governing how world or its creatures that their characters wouldn’t know, so the
you play your game are often referred to as table rules. GM can factor that into the setup of the campaign. At the same
time, players should understand that pretending their characters
Working out your group’s table rules should be a process don’t know things about the world of the game is part of the fun
involving the whole group, not just rules dictated by the GM. of roleplaying.
Because the GM has additional responsibilities and generally
puts more time into a game than the players do, players should
respect and consider the GM’s position when they talk about Character Knowledge
the things they need to run a game effectively. But even in the An opposite scenario to metagaming sometimes occurs when
case of a veteran GM running a game for all first-time players, players forget things their characters should be aware of.
table rules should be talked about and open to discussion. Because a player only inhabits the persona of their character for
a few hours at a time, it’s easy for a player to lose track of what
Fun and Respect their character knows. A player might forget a story detail
revealed in a previous session, or one of the features of a magic
Everyone playing an RPG has the same basic goal of having fun, item, or even that they recently took a new feat that could help
but one player’s fun should never come at the expense of other them in a specific situation.
players. Show respect to your fellow players, including the GM.
When disagreements or points of misunderstanding happen, The players, including the GM, should always feel free to
talk about them in an attempt to resolve them. Acknowledge respectfully remind each other of things a player might have
and respect everyone else’s personal space, by ensuring that forgotten. In particular, a GM should never punish a character
your books, character sheets, dice, and other supplies don’t drift because a player forgot or overlooked something their character
in front of other players. Make sure you don’t talk over other would have no problem remembering.
players — especially online, where it can be more difficult to
judge when someone else wants to speak.
Everything that might happen during the interactions between
Dice Etiquette
Dice are the mechanical heart of the game, focusing the
players while the game unfolds can be talked about to make moments of randomness that drive the story told by the GM and
sure all players are comfortable. This can include things like the other players. But how dice are rolled can have as much
whether it’s okay to borrow another player’s books or dice, impact on the game as what numbers come up.
whether snacks are welcome at the table in a physical gaming
space, whether it’s okay to use phones or other devices for
nongaming activities during the game, and more. When these Open Rolling
issues come up for discussion, be open to what other players When players are rolling dice, it’s good to roll where all the
have to say. For example, some players find it distracting or other players can see, and to leave dice showing their rolls. It’s
even rude when other players look at their phones or tablets natural to want to pick up dice right after they’ve been rolled,
during play. But those players might be doing so because a especially if a poor roll makes you upset. But picking dice up
specific app or a small amount of distraction actually helps them makes it easier to forget what was rolled. For example, a player
focus more clearly on the game. might get a clear failure on a saving throw, only to have the GM
realize they added up the challenge throw incorrectly and need
Safety Tools (95) to compare the saving throw to a different number.
As well, scooping up dice quickly after they’re rolled can make it
Rules Time and Game Time appear as though a player is trying to hide their roll — or worse,
At some point in every game, there’ll be a break in the action to pretend they rolled something they didn’t. Players should
because of uncertainly over how a particular rule works. When never be so secretive about their rolls that it makes other players
this happens, it’s good for all players to agree on how long of an wonder if they might be cheating.
interruption is reasonable, and when stopping to look up rules
starts to hurt the fun of the game.
Players can also help the GM run better games by assisting with
GM Exception some of the tasks that are part of running a game session. GMs
For the GM running a game, exceptions can be made to the should always feel free to ask other players to take on certain
rule for rolling dice in the open. There are many times when a tasks, and players can always ask the GM if they’d like any help.
GM needs a roll to be secret, including making challenge throws
to determine the DC for skill checks and saving throws where it’s Many of the following tasks are most easily shared for a group
important that the players not be certain whether a character playing in person, and many virtual tabletops have built-in tools
has fully succeeded or not. that can help a GM with some of these responsibilities. But even
for those playing exclusively online, there are always ways for
Chapter 6/Unknown Skill Check DCs (106) the other players to make the GM’s job easier.
Chapter 9/Unknown Saving Throw DCs (247)
As well, a GM rolling in the open can inadvertently allow the
other players to metagame even if they don’t want to, by
Tracking Initiative
Whenever the game moves into initiative, it becomes important
revealing a creature’s modifiers to die rolls. If the GM announces
to not only keep track of when each player acts, but to make
that a character’s attack needs to hit a defense roll of 20 and the
sure players are ready to act. Some GMs like to keep track of
d20 they roll shows a 15, the other players all know that the
the initiative order, either writing it down as a list, setting up
creature’s defense modifier is +5, even if that’s something their
index cards with the names of the characters and monsters in
characters shouldn’t know.
initiative order, or using an app or virtual tabletop feature to
track initiative. By doing so, the GM can make notes the players
Incomplete Rolls can’t see for specific combatants, and can track foes’ hit points
If a die rolls off the physical game table and onto the floor, there and other resources. But having another player track everyone’s
should be a consistent rule about whether the number it rolls is place in the initiative order can allow the GM to focus on the
read from the floor or whether the die is rolled again. Likewise, if creatures and NPCs they’re running.
a die lands crooked against a book or other object on the table Chapter 9/Initiative (234)
so that it shows two or more numbers facing up, the group
should decide whether that requires a reroll or whether the Whoever tracks initiative, recording the initiative order where it’s
object can be moved to see how the die falls. Without accessible to everyone can make it easier for players to watch
guidelines, some players might reroll an incomplete roll while for their turns coming up. Initiative can be recorded on a dry-
other players use the dice as they land — which might make it erase white board, or set up as magnetic or cling tokens that
look like a player is rerolling an incomplete roll they don’t like. can be moved into position. Alternatively, your group might
prepare a set of index cards numbered from 1 to 10 or so, then
hand out the cards so that each player and the GM can place
Same-Time Damage Rolls the appropriate card or cards in front of them, indicating when
The most common die rolls in many games are an attack roll or characters, monsters, and NPCs act. Using this system, initiative
challenge throw made for a weapon or spell, with a subsequent rolls aren’t important once the cards are handed out, with
damage roll to determine how effective the attack or spell is. everyone focusing only on who goes first, second, third, and so
Though it might seem illogical to roll damage before forth.
determining the success of the attack roll or challenge throw,
Whatever system is used for initiative, the GM or the tracking
rolling the damage die at the same time as the attack roll or
player can help keep things moving by not just calling out
challenge throw can greatly speed up combat.
whose turn it is, but advising whoever’s next in the order that
their turn is coming up. This idea of having a player calling
Shared Responsibilities initiative so the GM can focus just on running NPCs and
monsters also works well in a virtual tabletop game.
However many players are at the table and no matter how well
prepared those players are, the GM usually does the most work
while running a game. Lots of GMs enjoy the challenge of being Tracking Boons, Banes, and Conditions
a combination referee, loremaster, timekeeper, and rules When a player casts a spell or takes an action that bestows a
arbiter. But for a lot of GMs, especially newer GMs, juggling all boon, a bane, or a condition on other creatures (allies or
the different components of running a game can be a daunting enemies), they can help the GM by taking charge of tracking
task. that status. For example, each round when the GM takes the
One of the most important things that all the other players can turn of a group of foes, the player of the wizard who cast hinder
do to help a GM run a game and a campaign effectively is to be on those foes can make note of which foes are affected, then
focused and engaged. Showing up to a game on time, making clarify that information for the GM. Alternatively, one or more
sure you know how your characters’ traits, feats, spells, and players might take on the task of tracking boons, banes, and
magic items work, and paying attention to what’s going on in conditions for all creatures, not just the creatures their own
the game — not just with your character, but with all the character has affected.
characters — can make the GM’s job much easier. Focus and Appendix B/Conditions (A8)
engagement are the best way for the other players to show Magic Grimoire/Spells (ch. 1)
respect for the job the GM is doing, and to inspire the GM to
show them respect in return. The question of the best way to be
focused and engaged isn’t the same for all players, though, and
Taking Notes
is a good thing for the members of a gaming group to talk Sometimes a GM keeps copious notes and enjoys digging
about. through those notes when the players have questions about
events in previous sessions and adventures. But having one or
Session Zero (95) more players take running notes of NPCs the characters meet,
information revealed during roleplaying, secrets discovered forms of discussion are just fine, or establishing that players
through exploration, and the many other details that come up should clearly indicate whether they’re speaking for themselves
during a game can free the GM from the pressure of making or speaking for their characters. It might mean agreeing that
sure their own notes cover everything that happens in the game. players should try to limit nongame conversation to specific
As well, it means that multiple players can act as a resource break times, or that the GM can call a halt to side conversations
when someone else asks for information on a specific scene or if they start to become distracting.
NPC from a previous session. Likewise, it can be good to talk about whether players can freely
share information their character wouldn’t know. This includes
Rules Reference players talking directly about their characters’ hit points, as
Players who have a good memory for rules or who love looking opposed to talking metaphorically about how wounded they
things up make a great resource for other players who need appear. Likewise, if one character splits off from the rest of the
help or reminders, freeing the GM up from having to be a rules party to explore a location or talk to an NPC alone, the group
encyclopedia. Such players can even become a resource for should decide whether the other players can make suggestions
their GM when obscure rules need to be referenced during play. about what the lone character should do or say even though
their characters aren’t present.
Mapping Roleplaying
When playing in person, many GMs love to prepare maps
before the game or to draw them during the game. Other GMs The act of taking on the persona of a character is what defines
like the players to take responsibility for mapping the dungeons roleplaying games. But just as with so many other parts of the
and wilderness the characters explore. Some groups might have game, there’s no one right way to roleplay. You as a player take
one player who enjoys being the mapmaker. Others might like on the role of your character as you speak for them, make
to share out that responsibility. decisions for them, and pronounce their actions during the
game. But there are different ways to accomplish this kind of
When playing online, the GM is usually the one who creates or roleplaying performance.
purchases the map images used for a campaign. This makes
sense, especially when the maps are locations the characters
don’t know and are meant to explore. But if the campaign ever Roleplaying as Storytelling
features the characters going to a location they all know, one of Many players are naturally drawn to roleplaying as an exercise in
the other players can offer to seek out that map. narrating their character’s story. They take on the part of a
storyteller, usually speaking of their character as “her,” “him,”
The Cost of Running Games or “they” when they describe their character’s actions, ask the
questions their character would ask in a particular situation, and
Along with typically doing the most work, the GM usually bears summarize the things their character says.
most of the cost for running games and campaigns. Buying
books and accessories, high-quality maps, miniature figures or This approach is similar to how someone might describe what
tokens for the monsters and NPCs the characters will fight happens to a character in a book they’re reading or a show
throughout the course of a campaign — it can all add up they’re watching — except the character in this case is one the
quickly. But it’s easy for the other players to step up and assist player “writes” during the game.
the GM with the costs of running a campaign. Theosan, an elf archer, is leading their party through a
For in-person games, players might contribute to the GM’s gloomy forest. When asked by the GM what Theosan is
purchase of miniature figures and tabletop terrain. Or they doing, their player responds: “The signs of a fight from a
might bring in some of their own miniatures or terrain for the while back have Theosan worried about an ambush. They
GM to use. Other players can likewise work together to buy an think we should kill the lights and advance slowly. And
adventure book or supplement the GM wants to use in the they’ll suggest that Oslyn cast low-light vision so she can
campaign, paying a relatively small price for something that will see. There’s a long journey ahead.”
bring everyone many hours of fun in the end. And if a GM has Magic Grimoire/Spells (ch. 1)
an annual subscription to use extra features on the virtual
tabletop an online group uses, the other players joining forces
to pay for the GM’s subscription makes a great thank-you gift
Roleplaying as Acting
Other players instinctively feel a connection to their characters
for the time and energy put into running a campaign.
that lets them take on the persona of that character as a
performance. They take on the part of an actor, usually speaking
Giving Voice to the Game of their character as “I” when they describe their character’s
thoughts, interact with other players, and speak the words they
Roleplaying games are an intensely narrative pastime, so it’s no
surprise that different players can have different thoughts on feel their character would say. The player might even go beyond
dialogue and use the body language they feel their character
how people should talk during the game. Sometimes a player
speaks as themself, asking questions about rules or wanting to would use.
clarify something their character knows. Sometimes a player This approach is similar to how someone might describe their
speaks as their character, interacting with other players or the own thoughts or something that happened to them in real life,
GM like actors in a performance. Sometimes players talk among with the player treating the character’s life as their own during
themselves about things outside the scope of the game, the game.
entertaining each other with jokes and anecdotes. Oslyn the human mage is low on spell points after her party
It’s good to establish ground rules for how your group prefers to deals with an attack by a ferocious peryton. When the GM
handle talk at the table. That might mean acknowledging that all asks what the party’s next move is, Oslyn’s player responds:
“My magic is all but spent. If we push on now, another fight that your character is happy, sad, or angry about. In short order,
could cost us dearly. I’d suggest finding a place to rest — you’ll be roleplaying as well as anyone else in your game —
and letting me focus spells more suitable for combat than perhaps even without realizing it.
exploration. But if no one else needs a long rest, I can
Introduction/The First Rule (5)
definitely push on.”
There’s nothing wrong with simply describing how a character,
Creature Compendium NPC, or other creature is feeling or acting. But just as the best
Chapter 7/Long Rest (193)
works of fiction bring their characters to life by revealing how
those characters feel through their actions, using your
A Bit of Both character’s actions to show off their feelings can be more
In practice, very few players stick exclusively with one approach powerful than simply describing how they feel. You might
to roleplaying over the other. Even in the examples above, the change the way you speak when introduced to a powerful NPC,
way the player talks about their character can shift. All that’s either showing off nervousness or annoyance in response to that
really important is that you think about what your character NPC’s presence. You might describe your character kneeling for
wants to do, ask questions to cover the things they would ask or a moment at the side of a fallen foe in the aftermath of a difficult
wonder about, and describe their actions in as much detail as combat, whether to show respect or to callously loot them. You
you want to share with the other players. might talk of how your character sits quietly by themself while
During a game, you might find that you narrate your character’s the other characters mingle at a gentry’s party, showing that
actions as a storyteller most of the time, but then take on a bit of something weighs on you.
acting to speak as your character when interacting with NPCs. In
general, roleplaying as storytelling is more common among new Impression and Expression
players, who sometimes feel self-conscious about acting as their One of the biggest challenges for players and GMs is thinking
character, especially in a group where they don’t know the other about whether to adopt a distinctive voice when speaking in
players well. But as new players become more experienced, character. This doesn’t mean adopting a complex accent or
both with playing the game and with their character over pushing your regular voice into a different pitch as a trained
multiple sessions, they learn to enjoy roleplaying as acting when actor might. But GMs and players can speak quickly or slowly to
doing so helps them do a better job of bringing the character to portray a nervous or a moody character, or might speak quietly
life. to roleplay a timid character (though not so quietly that other
players have trouble hearing). You can pepper your speech with
Driving the Game Through Roleplaying words and phrases related to your character’s backstory,
whether you grew up on a farm, spent years as a soldier, or
Whenever the game unfolds as players speaking for the
trained at an exclusive wizarding academy. You might adopt
characters and the GM speaking for NPCs and narrating the
catch phrases or mannerisms that can help capture the spirit of
actions of other creatures, anything can happen. The way the
your character. This can include the harmless stock
GM and the other players interact while adopting the personas
characterizations of movie pirates, gangsters, surfers, and more,
they play is much like the way people interact in real life. So let
or the speech patterns of a TV or movie character you really like.
roleplaying scenes allow you to fully explore your sense of who
your character is, playing up their grace, their humility, their And don’t stop with just your voice. As long as you’re not
stubbornness, their bravery, and any other aspect of their encroaching on any other player’s personal space, you can use
personality, even as the GM roleplays the anger, fear, humor, hand and arm movements, stand up from the game table or
vanity, threats, and more of NPCs, villains, and monsters. move around within the range of your computer’s camera and
microphone, and employ facial expressions to help channel the
Just like in real life, the exchanges your character has with NPCs
essence of your character.
and other characters often play out as a give-and-take scenario.
One side might have something the other wants, whether
general information, deeply held secrets, unusual goods, or Shared Narration
valuable treasure. On one side of the conversation, the focus is As a game unfolds, the role of narrator passes back and forth
on seeking and obtaining what’s desired. On the other side, the between players and GM. No matter whether the characters are
focus might be to conceal what’s desired, or to get something engaging in free-form roleplaying or locked down tight in
else in trade. Whether the characters, NPCs, or other creatures tactical combat, the baseline mechanic that moves the game
approach this sort of exchange with threats, diplomacy, or forward is a player determining what they want their character to
something in between is entirely up to the GM and the other do, and the GM determining what happens as a result. But
players. Likewise, the decision of how to react to the desires of within that back-and-forth, there are lots of different ways the
the other player characters, NPCs, monsters, and more who action can be described.
want something from your character is entirely up to you. And
For some GMs, creating description in the moment is one of the
from those decisions, story is made.
most fun parts of the game, and they’re happy doing that on
their own. Other GMs find that needing to be continuously
Stepping Outside Yourself creative during a game can be stressful, and they welcome the
Roleplaying comes naturally to many players, whether those opportunity to have players join them in shaping the game’s
players are natural storytellers, would-be actors, or just people narrative.
comfortable revealing a different side of themselves at the Your group might work best with the GM describing all the
table. But even if roleplaying feels strange or stressful to you, action in a game aside from how the players describe what their
don’t fret. Just remember that the first rule of the game is to characters are doing. A player might announce how they’re
have fun, focus on the things you love about your character, and moving, whether across a battlefield or down a dark hallway in a
follow along with the story that you and all the other players are country estate, then describe their intended attack or their
creating together. Think about the things going on in the story
approach to smooth-talking an unexpected NPC. From there, wanting to maintain a serious tone that won’t undermine the
the GM describes all the counterpoint and response to the grim flavor of the campaign.
character’s actions, including how a foe reels back from a hit or Whatever the story, whatever the tone of the campaign, having
evades a blow that goes wide, the attitude and mannerisms of the GM talk about it before the campaign begins gives the
NPCs, and more. players a chance to think about the character they want to play
Other groups work well with the players taking a more direct within that story — and about whether any elements of the story
role in describing the things that happen around their are potentially troubling for them.
characters. When a character hits with a melee attack or casts a
Safety Tools (95)
spell successfully, the player can describe how the enemy
stumbles beneath the weight of their character’s weapon or
magic. When a character approaches a NPC in an attempt to Setting Table Rules
glean information from them, the GM can ask the player to During session 0, the GM and the players can talk about
describe the NPC’s physical features and mannerisms, then everyone’s expectations for how the game should play out at
incorporate those things into how they play the NPC. the table, whether that means a physical play space or a virtual
There are no hard and fast rules for how best to approach this tabletop. This is an ideal time to first set up shared
process of describing the game, so see what feels good for your responsibilities between the GM and the other players, to talk
group. Some players and GMs like to define specific areas about how to handle dice rolling, metagaming, and more. It’s
where one or the other can take the lead in description, so that possible to talk about these things once the game is fully
one group of players might describe the outcome of all their underway, but doing so in a session zero makes it easy to
characters’ attacks, while another group prefers to narrate only establish that all the players are on the same page in terms of
their critical hits or finishing blows. Some groups have the what they expect from each other, and that they feel they can
players narrate the outcome of successful skill checks, saving count on each other.
throws, and attacks, while the GM narrates the outcome of clear The Rules of the Table (91)
failures and misses. And even within the same group, players
might enjoy different amounts of narrative responsibility, with
one player narrating as much as they can about what goes on
Outside the Game
around their character, while another player gets more For some players, being drawn into the story of a roleplaying
enjoyment out of the GM handling that part of the story. game is all consuming, creating the equivalent of an out-of-
body experience. For others, enjoying the game requires a
Chapter 6/Measuring Skill Success (104) certain amount of focus, and specific tools that make it easier to
Chapter 9/Measuring Attack Success (265); Measuring Saving focus. The GM and the other players should use session zero to
Throw Success (246)
establish whether it’s okay for players to use phones or other
devices during the game for nongame activities, and how
Session Zero players who find that keeping busy helps them focus on the
game can best do so. Players can talk about whether game
The first session of your campaign typically tells the story of how
sessions should have fixed breaks, or how they can take needed
your characters come together and what initially connects them.
breaks individually without disturbing others. They can discuss
But the session before that — session zero — is the story of how
whether everyone should expect to show up for a session ready
the players come together, and of the agreements you forge
to play, or whether everyone wants time at the start of each
between yourselves to ensure that your game is respectful and
session for socializing.
fun.
Your session zero might be an actual full game session where
the players come together to create their characters and learn Safety Tools
the GM’s broad plans for the campaign and the scope of its A fantasy roleplaying game tells stories of characters under
story. Or it might be multiple sessions over the days or weeks pressure, who routinely throw themselves into dangerous
before the campaign begins, or any number of emails or other situations, risk hazardous environments, and brave
online conversations dedicated to collaborating on those plans, confrontations with deadly foes. Against the high-stakes drama
and to chart a course for how the characters are meant to fit into in the world of the story, it’s easy to make the case that the
that shared story. potential distress the game presents to the players of the
Either way, session zero is an important starting point for any characters, living vicariously through their heroes’ successes and
campaign, and can cover a broad range of topics. failures, are thankfully minimal. But that’s not always the case —
and it’s good to talk about and to learn how to deal with the
potential for players to be hurt by what goes on within a game
Story and Scope before it can happen.
In session zero, the GM lays out the broad strokes of the type of
campaign they want to run. This might be a series of straight-up
sword-and-sorcery adventures with only minimal connections
Staying Safe
between them. It might be a complex campaign in which the One of the things that makes RPGs so much fun is the idea that
characters discover the existence of an ancient evil in the world, anything can happen in a game. But within the vast scope of
then have to fight ever harder to contain the spread of that evil. possibilities for the story, each player needs to be conscious of
A campaign might be built around problem-solving and how certain story elements might affect themself or the other
mystery, or be a combat-heavy war story. One GM might talk players. People who want to read a book or watch a movie can
about enjoying a lighter tone during adventures, with lots of generally seek out information regarding whether that book or
opportunity for jokes and comedy. Another GM might discuss movie contains content they might find disturbing, or that they
know will keep them from fully enjoying the story. But the story
that unfolds when a RPG is played isn’t known to anyone until it together to right wrongs or get rich, avoiding interparty conflict
happens. Because many campaigns deal with the characters’ or player-versus-player scenarios where characters are
struggles against evil or tyranny, campaign stories can often antagonistic toward each other. A specific story element might
move into areas where descriptions, narrative, and the actions of be triggering for a player because of their own past
villains and monsters can be disturbing. If a campaign features experiences. Whatever the source of a player not wanting to
player characters whose complex backstories push into dark engage in certain subjects, it’s not up to the player to explain
themes, the potential for complex and potentially disturbing that to anyone else in the group. Instead, the player states that
story only grows. As such, if what happens in the game strays those story elements are a hard line for them, establishing the
into areas that makes players uncomfortable, there’s often no boundary that will let them feel safe during play.
way those players can know about it until it’s too late. Each player might also have certain subjects or story elements
Safety tools can help fix that, by making sure that a game stays that they’re not totally uncomfortable with, but which they’d
within boundaries the players collectively set. Using safety tools, rather not experience played out during a game. By establishing
your group can establish guidelines ahead of time for what these topics as veils, a player gives consent to have those story
types of stories and conflicts all the players can enjoy, and which elements in a campaign, as long as they’re not directly
specific story elements should be handled with care or avoided. portrayed through roleplaying. The other players know that if
And for those moments when something arises that wasn’t those elements come up, they should be played in such a way
foreseen when the game’s boundaries were set, safety tools that puts them “off screen,” much like a film scene cutting away
give each player resources they can use during play to let others from a potentially disturbing image, or a scene in a book that
know when the game is going in a direction they don’t want it minimizes disturbing content by alluding to it but never
to, in a safe and respectful way. describing it directly.
Feedback
Feedback is also an important part of making sure everyone
feels safe at the table. It can be difficult for some players to talk
about potential concerns with the current campaign storyline or
how they’re feeling about where the game might be headed, so
the GM asking players for feedback can be useful. Such a
request might come at the end of a session, between sessions,
or at any break during the game. The GM might ask what parts
of the current encounter, session, or campaign the players are
enjoying most, or which parts are problematic and why. Players
might talk about whether any previously established lines and
veils need updating, or whether anything needs to be discussed
regarding the feel of how the game is playing out at the table.
The Rules of the Table (91)
Feat Index
Action Point Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Heroic Action — Gain 1 action point. 1 2 3 — — —
1 2 3 — — —
Hero’s Luck Heroic Action ×1 When you use an action point 1 — — — — —
unsuccessfully to gain advantage on a d20 1 — — — — —
roll, take advantage on another roll.
Skill Focus (Endurance) ×1: You have a +1 bonus to Endurance skill Hierophant
checks. 3 Feat Slots
Cutpurse Your study of magic encompasses not just the art of spellcraft, but a
3 Feat Slots broader knowledge of the world that magic fills. Take this feat
package if you want to be familiar with a variety of subjects, with
Your talents for opening locks and second-storey work always come magic ever at the fore.
in handy — as does your ability to move through impossibly tight
spaces and evade attempts to catch you when your talent gets Skill Focus (Expertise) ×1: You have a +1 bonus to Expertise skill
noticed. Take this feat package if you want your character to have checks.
Skill Focus (Magic) ×2: You have a +2 bonus to Magic skill checks.
In addition to the standard skill groups of the game, your skill within a group. Skill Focus grants you a smaller bonus that
character can also use any number of personal skill groups. applies to a wide range of skill activities, while Skill
These are special skill groups you can create to cover the Specialization grants you a larger bonus with a single specific
vocations and talents that are part of your character’s life — skill. (The later sections of this chapter tell you everything you
from Sailor to Musician, Hunter, Carpenter, Alchemist, and many need to know about skills, skill groups, and skill feats.)
more — but which aren’t covered within the standard skill Some magic items grant a magic bonus to checks with a skill
groups. group or with specific skills in that group. For example, boots of
elvenkind grant a +5 bonus to Stealth checks made to sneak.
Skill Groups and Skills Other modifiers include bonuses gained from lineage traits or
Within each broad skill group, characters can focus on background benefits.
improving a number of specific skills if they wish to, with those
skills broken out in the “Skill Groups and Skills” table and in the Chapter 3/Lineages (34)
Chapter 4/Backgrounds (70)
later sections of this chapter. The distinction between a skill
Magic Grimoire/Magic Items (ch. 2)
group and the skills within that group is important only if you
have an additional bonus to a specific skill, whether from having Each skill group has core abilities associated with it, and the
taken the Skill Specialization feat, or as a bonus from a magic ability modifier you use for a skill check is most likely one of
item or some other source. these core abilities. But you can add any ability modifier to a skill
check in consultation with the GM.
Skill Specialization (149)
If you have no additional bonuses to any Athletics skills, you
simply make Athletics checks using your bonus to that skill
Skills and Abilities
group, no matter whether you are leaping over a pit, breaking Skills represent your training and practice with specific talents,
down a door, or engaging in any other activity covered by vocations, interests, and activities, backed up by your natural
Athletics. If you later come into possession of a ring of jumping, physical and mental acumen. And even if you don’t have specific
you keep track of its additional bonus to Athletics/jump checks training with a skill, your physical and mental prowess might be
separately, using that bonus only when jumping. all you need. Whenever you make a skill check, you use the
bonus you have for a skill group or specific skill, plus the ability
Magic Grimoire/Magic Items (ch. 2) modifier for one ability score related to the type of skill check
you’re making.
Choosing Skill Groups
Some players like to invest feat slots in skill groups that Core Abilities
complement their best ability scores, lineage traits, or Each skill group has two core abilities associated with it,
background traits. For example, a character with a high Strength representing the ability score modifiers most often applied to
is automatically good at Athletics and Endurance checks. An elf checks made with skills from that group. (The Magic group is an
with the inquisitive lineage trait has a bonus to Investigation exception, with three core abilities.) A skill check’s core abilities
checks, while all characters can show a skill affinity for certain relate to the most common types of physical or mental activities
skills as part of their background. If your character takes the Skill each skill represents.
Focus feat for skill groups that they already have a solid bonus
Some skill groups are focused exclusively on physical abilities or
in, they have a chance to quickly become exceptional at the
mental abilities. The Athletics group has Strength and Dexterity
activities represented by those skill groups.
as its core abilities, representing how physical might and
Alternatively, you might decide that good skill bonuses derived quickness can both help a character succeed at physical
from your character’s best ability scores or traits are enough to challenges. The Expertise group has Intelligence and Wisdom as
get by on, and instead take Skill Focus for skill groups where core abilities, reflecting how comprehension and problem-
your baseline check is average or poor. A character with low solving skills can both shape a character’s knowledge and
Constitution and Wisdom has a poor modifier for Perception understanding. Other groups have one physical core ability and
checks, so improving those checks with Skill Focus (Perception) one mental core ability. The Healing skill group has Constitution
makes the character less likely to be caught off guard or miss or Intelligence as its core abilities, letting one character rely on
important details while adventuring. careful study to make Healing checks while another relies on
their own innate sense of bodily health and wellness.
Skill Checks Applying different core abilities to the same type of skill check
underlines how different characters can use different
A skill check represents your character’s attempt to accomplish
approaches to making the check. A character who adds their
a specific type of challenging task. It reflects both your natural
Strength modifier to an Athletics check to break down a door is
aptitude or talent for a skill, as well as your specific training or
using sheer force to do so. A character who instead adds
practice.
Dexterity to Athletics checks is aiming a more precise kick that
Your skill check is equal to: doesn’t need to be as powerful. Likewise, a character who adds
d20 + skill feat bonus Dexterity to Acrobatics checks employs supple movement to
+ magic bonus + other modifiers escape from manacles or climb up a cavern wall. A character
+ ability modifier who adds Constitution to Acrobatics checks trusts to physical
resilience, core strength, and innate steadiness instead.
As long as doing so makes sense to you and the GM, you can mean that you fail at the activity the check represents. In many
add the ability modifier of a different ability score to a skill cases, a low roll indicates that you succeed — just not as well as
check, instead of one of the check’s core ability modifiers. If the you’d hoped.
story supports it, ask the GM if a nonstandard ability modifier The GM usually sets a Difficulty Class (DC) for the check,
makes sense for a particular check. indicating how hard it is to accomplish a clear success based on
For example, a character with low Strength and Dexterity might what your character is trying to do. If you want to kick open a
try to use their Intelligence or Wisdom modifier to make an stuck door, pick the lock on a treasure chest, or convince a
Athletics check to kick down a door, representing the ability to suspicious city guard to share information with you, the GM
spot the weakest point on the door and take advantage of that. judges how difficult the chosen task is and assigns a DC based
A player whose character needs to carefully cross a floor at risk on that difficulty. If you are trying to jump up and grab onto a
of collapse might ask the GM if they can add their Intelligence ledge, the DC of the check might depend on how high you
modifier to their Acrobatics check rather than Dexterity or need to jump, whether the ledge is crumbling or slick with
Constitution, reflecting their ability to carefully study, pick out, water, and so on.
and avoid the floor’s weak spots. The Difficulty Class for skill checks is flexible, and is always
Characters will use noncore ability modifiers for skill checks most subject to the GM’s determination, but more-difficult tasks have
often in unusual situations. A warrior who has just slain three higher DCs. A DC can be any number, but breaking out skill
wights single-handedly has an excellent excuse to add Strength, check DCs by 5’s provides an easy shorthand for describing the
rather than Intelligence or Charisma, to a Persuasion check relative ease or difficulty of a check from a typical character’s
made to intimidate the necromancer who controlled those perspective.
undead. But adding Strength to Persuasion all the time wouldn’t • Routine (DC 5): A routine skill check can be easily
make the same kind of sense. Likewise, for a character who has a accomplished most of the time even by people with no
few minutes to carefully assess a difficult route up a cliff face, it’s training or special aptitude.
reasonable to use their Intelligence modifier for an Acrobatics
• Easy (DC 10): An easy check represents a task that an
check to climb. But if they need to climb that cliff while a pack of
average character can accomplish with a bit of training,
wolves is hot on their heels, the GM is likely to ask for the check
aptitude, magic, or luck.
to use the core abilities of Strength or Dexterity.
• Moderate (DC 15): A character needs a lot of luck, or a
Using noncore ability modifiers never allows a character to modest amount of training, aptitude, or magic (or some
permanently ignore the core abilities used by multiple skill combination) to succeed on a moderate skill check.
checks. Your high-Wisdom animyst can’t simply decide that they • Hard (DC 20): A hard skill check represents an activity that
should always be able to use their quick wit and problem- requires solid training, aptitude, magic, and luck in some
solving abilities to find the best handholds while climbing, to combination — or that requires extraordinary fortune for a
pick the optimum angle for throwing an object, to instinctively character with none of those other benefits.
know how best to intimidate someone, and so forth. • Formidable (DC 25): A formidable skill check requires
exceptional training, aptitude, magic, and luck in some
SKILL GROUPS AND SKILLS combination, and represents an activity that a character
Skill Group Core Abilities Specific Skills
without those benefits simply can’t succeed at.
Acrobatics1 Dex/Con Agility, climb, escape, handle rope • Insurmountable (DC 30): An insurmountable check defies
Athletics Str/Dex Grab, jump, slam, throw typical levels of aptitude, training, and even magic. With a DC
Dungeoneering Str/Cha Dungeon lore, hazards, monster
of around 30 or even higher, clear success on an
handling, survival insurmountable check is usually impossible except with
Endurance1 Str/Con Run, stand fast, subsist, swim
extreme luck, advanced training or aptitude, and the help of
the most powerful magic.
Expertise Int/Wis Architecture, geography, history,
mechanics Under most circumstances, the GM won’t ask for routine skill
Healing Con/Int Health lore, mental recovery, physical checks, but can automatically assume that characters succeed
recovery on such checks. The only time a routine check is usually called
Investigation Wis/Cha Espionage, insight, linguistics for is if a character is under some effect that makes failing the
Magic Int/Wis/Cha Handle magic, magical lore, spellcraft check a risk, including having a serious penalty to one of their
Nature Con/Cha Animal handling, hazards, survival, ability modifiers.
wild lore
Appendix B/Ability Modifier Penalties (A8)
Perception Con/Wis Listen, orientation, search, spot
Persuasion Int/Cha Deception, diplomacy, intimidate Easy skill checks are usually only called for while the game is in
Stealth1 Dex/Wis Disguise, hide, sneak initiative, and when the consequences for failure are high. The
Thievery Dex/Int Open locks, handle traps, sleight of GM can call for moderate and more difficult skill checks under
hand most circumstances, especially when there are consequences for
1. Characters wearing medium or heavy armor have disadvantage on an activity not turning out the way you want it to.
Acrobatics, Endurance, and Stealth checks.
Opposed Checks
Difficulty Class Sometimes the Difficulty Class of a skill check isn’t decided by
When you make a skill check, you hope to roll as high a number the GM, because the difficulty of the check can vary depending
on the d20 as possible, so as to maximize the result of your on the skill and luck brought to bear by another creature. In
check. The higher the result, the more skillfully the check has such cases, the DC for your skill check is set by an opposed skill
been executed. But even a low check doesn’t automatically check made by another creature.
Opposed skill checks cover many situations where different unknown dungeon hazard might be accomplished with a
actions taken by two creatures directly oppose each other. Even Dungeoneering check or an Expertise check, depending on the
as you make a Persuasion/deception check to try to bluff your source of a character’s knowledge. Characters seeking an area
way past a lone guard at a town gate, the guard is making of corrupted magic within a dense forest might be told they can
Investigation/insight checks to assess visitors entering the town. make Magic checks, Nature checks, or Perception checks,
The GM might decide that opposed checks are the best way to representing that finding the corruption might come down to
determine whether the guard’s instincts for investigation sensing its presence, noting subtle changes in the behavior of
recognize your bluff or not. local animals, or spotting the magical rot where it spreads.
Likewise, opposed checks are often the best way to handle two This holds true for your character’s personal skill groups, and
creatures attempting the same activity at the same time. When a you should always keep in mind when checks made with a
mage tries desperately to hold a door shut against a minotaur personal skill group might substitute for any of the standard
attempting to wrench it open, both might make opposed checks in the game. If your character has invested no feat slots
Athletics checks. Two spellcasters who have both cast command or bonuses in Acrobatics but has a good bonus on Sailor checks,
on the same creature must make opposed Persuasion checks if the GM will likely allow you to make a Sailor check to climb
they attempt to give that creature conflicting orders. through a ship’s rigging rather than an Acrobatics check. While
in the rigging, a Sailor check might also be used in place of
Magic Grimoire/Spells (ch. 1)
Perception to spot another ship approaching on a stormy sea.
When opposed skill checks are made, the GM decides which Likewise, a character who uses the Tracker personal skill group
check defines the DC and which check is then made against that could make Tracker checks in place of Perception and Nature
DC. This is important for determining the degree of success for checks to first spot, then follow tracks. The Merchant skill group
the check. The check that sets the DC is made first, as that check might be used instead of Investigation or Perception to make
defines the difficulty that a check made in response must checks observing the activities of buyers and sellers in a
overcome. For example, an assassin’s Persuasion check to guildhall or a public market.
deceive the characters defines the DC for the characters’
Investigation checks to recognize the falsehood. A character Personal Skill Groups (145)
holding a portal shut uses their Athletics check or Endurance You can always ask whether a personal skill can be used in lieu
check to define the Athletics check DC of the monster trying to of checks with other skills, with the GM considering your
wrench that portal open. character’s backstory and the circumstances of the check. If your
character with the Tracker skill group has traditionally worked
Measuring Skill Success (104)
only in forests, the GM might decide that Tracker checks are of
no use in a bare stone dungeon. Likewise, you’ll probably need
Skill Checks and Saving Throws to make a Perception check rather than a Sailor check to search
Whenever a creature makes a skill check to perform an activity the cabin of a ship for hidden maps or magic.
that directly threatens another creature, and which that creature
must react to in the moment rather than having time to
undertake a focused action of their own, the skill check becomes Calling for Checks
the challenge throw for a saving throw. The nature of the skill Most of the time, the GM sets up when it’s appropriate for
check sets up what type of save is appropriate, as determined characters to make skill checks, and those checks are made in
by the GM. Combat maneuvers are the most common example the course of the other players describing their characters’
of this sort of check. actions. Players are always free to ask if they can make a check,
but a check should always come after actions are described, not
Chapter 9/Saving Throws (245); Combat Maneuvers (259)
before.
Time and Skill Checks For example, if the party is wandering a marketplace looking for
an NPC with a particular tattoo, the GM won’t just ask for
The length of time required to use a skill depends on the activity Perception checks, and the players can’t just insist on making
represented by the check. Some skill checks cover activity taking checks. Instead, the GM might ask what strategy the characters
a number of minutes, hours, or even longer, and aren’t meant to want to use to move through every part of the market, and to
be used when the game is in initiative and being played round- keep a low enough profile that the tattooed NPC doesn’t spot
by-round. Checks usable during initiative are made as a them first. Once the characters’ actions are described, then GM
standard action, a minor action, a reaction, or a free action, or then calls for skill checks, choosing appropriate skills and setting
are made as part of the same move action you use to move. check DCs based on those actions.
Chapter 5/Actions (83) While in initiative, a character is always free to ask about making
The GM decides how long a specific skill check takes, but the a skill check appropriate to what’s going on in the scene. But
later sections covering each of the skill groups and their skills any such check should always require a standard action or a
can be used as general guidelines. minor action as the GM determines, representing the character
focusing actively on a task. By contrast, skill checks the GM calls
for while in initiative will often be free actions, representing the
Flexible Skills characters responding in the moment to what’s going on
Under many circumstances, the GM will allow characters to around them.
make different checks for the same activity. Getting over a low
A scout caught in a bandit ambush worries that additional
wall while running from monstrous spiders might work as either
bandits are still in hiding and waiting to spring out as a
an Acrobatics check or an Athletics check, depending on
second wave. If there are unseen foes, the player of the
whether a character wants to vault over lightly or to haul
scout knows they can wait until the GM asks for all the
themself across with sheer strength. Trying to identify an
characters to make Perception checks as a free action to
determine which characters notice the new bandits as they how to break the code. A low roll on a Healing check to return a
emerge from hiding. But the player is also free to ask if they dying comrade to life leaves that comrade closer to death.
can make a Perception check as a standard action or a
minor action, giving them a chance to spot the second
wave before they move.
Success With Complications
When your character makes a skill check and comes close to the
DC but doesn’t meet it, you still succeed on the activity the
Measuring Skill Success check represents — but not quite as well as you wanted to. A
success with complications means you accomplished at least
The d20 roll plays a big part in determining how high your skill
check is. But that die roll doesn’t represent how good you are at some of your task, but with an extra cost, unexpected effect, or
that particular skill. How good you are is all about your modifiers additional difficulty.
to the check — from your aptitude, your skill training, your Complications on a skill check are decided by the GM for
magic, and your ability modifier. The d20 roll is about all the monsters and NPCs, and by the GM and the player if a character
ways in which what’s happening in the moment might make your makes the check. The GM has the final say in determining
check go right or wrong. possible complications, and a player is free to ask the GM to
When you make a skill check, you want the total of the check to decide on a complication without their input.
equal or exceed the fixed DC set for the check by the GM, or The range of complications that can affect a successful skill
the DC defined by the opposed skill check of another creature. check are as wide open as the GM’s and the other players’
If it does, the skill check is a clear success and you accomplish imaginations, but generally fall into five categories.
the activity the check represents. If your skill check is much less
than the DC you are trying to equal or beat, the GM might
determine that you simply fail outright at the task, and what
Judging Success
The decision about how to interpret a skill check that isn’t a clear
penalties that might incur. But for skill checks that are close to
success is made by the GM, who uses that decision as a tool to help
but lower than the DC, the check is a success with
shape the story being played out by the characters. The GM judges
complications, letting you and the GM work together to
how a skill check plays out by instinct and a sense of how the
determine what other effects might play into or complicate your outcome might add to the fun, rather than worrying about a specific
check. comparison between the check and the DC.
Opposed Checks (102) That said, GMs who want to establish clear breakpoints for how to
As skill checks are made, this process of determining success, assess skill checks can use the following guidelines:
success with complications, or failure turns those checks into • The skill check is 10 or so above the DC, or higher — clear success
twists and unexpected turns in the narrative shaped by the with asset
characters. Taken together with the twists and turns set up by • The check equals or is a bit higher than the DC — clear success
attack rolls and saving throws, those narrative beats help drive • The check is within 5 or so below the DC — success with
the story of the adventure. complication
• The check is 10 or so below the DC, or lower — clear failure
Clear Success The GM always has the final say over what a skill check represents
When a skill check equals or exceeds the DC for the check, the and how it advances the story.
check is a clear success. A character who rolls high on a
Perception check to search for a secret compartment in the Partial Success
throne room finds the compartment and the treasure hidden
For some skill checks, getting a roll that’s close to a clear
there. A character who rolls high on an Athletics check to jump
success indicates that you succeed at some part of what you set
over a pit can safely clear the pit and keep moving.
out to do.
When a character makes a low Perception check to search a
Skill Checks that Succeed wizard’s bookshelf for valuable tomes, the GM and the
Any rule or effect that makes reference to a successful skill check player might decide that the character finds one obviously
includes checks that result in a success with complications as well as rare book, but is unable to recognize a number of less
saves that result in a clear success. For example, you make a Healing impressive but more valuable works.
check to restore critical points during a downtime rest. But where a
clear success restores critical points equal to your Constitution A character knows that their low Nature check to convince a
modifier, a partial success might restore a lesser number of critical wounded wolf to stand down rather than fight has left the
points or restore full critical points but leave you weakened until the creature only partially swayed. The player hopes for the
next week of your downtime rest. wolf to still hold back temporarily, with the GM deciding
Chapter 9/Downtime Healing (257) that the creature will refrain from attacking for 2 rounds.
Not meeting the DC for a Stealth check to bypass a guard
Clear Failure post can still allow a character to sneak past successfully,
with the player suggesting that they make only a bit of
In some circumstances, the GM can rule that an extremely poor noise. The GM then determines that the noise causes one
skill check means a clear failure to accomplish the intended guard to step out and look around, forcing the character to
activity behind the check. A character who tries to climb a slip down a side corridor rather than following their
slippery wall with a DC of 18 but gets a total of 5 on their check intended route.
gets partway up before tumbling back down, perhaps taking
damage from the fall. A character who badly fails an
Investigation check to decipher a coded message has no idea
Skill Checks Without Rolls have, her warrior ally can’t lend skill assistance. But if the
check in the temple is a clear failure, the warrior might be
Often, your character makes skill checks while under some sort able to assist the wizard when she researches the glyphs
of time pressure or distraction. The d20 roll you make for the some days later in a university library.
skill check represents the element of random chance that comes
into effect under such trying circumstances. However, if you are
making a skill check under less distracting conditions, or if you
Group Skill Checks
can take your time while making the check, you can often When a number of characters all make skill checks to undertake
eliminate this random chance. the same activity, those checks are usually independent from
each other. If everyone in your party needs to jump across a gap
When your character isn’t being threatened or distracted, you in a bridge while fleeing from a troll, your character’s success
can take 10 on a skill check. Instead of rolling a d20, you has no impact on the Athletics check of the character behind
calculate the result of the check as if you had rolled a 10 you. Likewise, a group of characters climbing a rope one after
(roughly the average when rolling a d20). Taking 10 makes most the other make Acrobatics checks separately.
easy tasks automatically successful, and is useful in situations
where you know that an average roll would succeed but a low Other times, a number of characters all attempt the same skill
roll might introduce an unwanted complication, or even fail checks as a group, with all characters working toward a singular
outright. goal. Adventurers attempting to move silently down a dungeon
corridor all make Stealth checks together, with characters
Distractions or threats (including being in combat) make it potentially aiding each other by quietly pointing out loose
impossible for you to take 10 on a skill check. rubble that might crunch underfoot, holding a gloved hand out
to stop an ally’s scabbard from clanking, and so on. A group of
Optional Rule: Passive Skill Checks characters roped together to climb a cliff can make a group
If the GM and other players all prefer a game where skill checks are Acrobatics check to reflect that multiple characters can assist
rolled only in specific challenging circumstances, many casual skill others having difficulty with the climb — and that if the group
checks can automatically be reckoned as if all the characters were fails in the climbing attempt as a whole, everyone will fall.
taking 10 to define a baseline level of success. This passive check When a group of characters undertake an activity requiring skill
approach works best for checks focused on senses or knowledge,
checks in a collective fashion, each character makes a check
including scenarios such as:
against the DC set by the GM, as usual. If half or more of the
• Perception checks to spot trouble in an environment that doesn’t characters get a clear success on the check, the group as a
seem threatening whole succeeds, including even characters whose individual
• Investigation checks to notice whether someone in a crowded checks were clear failures. If more than half the characters get a
tavern is watching the characters a little too closely clear failure on the check, the group as a whole fails. If the result
• Expertise checks to recall having heard an NPC’s name before is somewhere in between, the GM decides how to invoke a
The GM can make note of passive skill check results for each success for the group with one or more complications.
character, then refer to those results to determine when characters When a group of characters roped up for climbing fails to
can be treated as automatically making those checks and get a clear success on the group check, the GM might
succeeding on an average roll.
decide that two characters with very low checks take
damage from slipping along the rocks, or are weakened
Skill Assistance from the exertion of the climb until they finish a short or
long rest.
When you lend skill assistance, you use a standard action to
Appendix B/Weakened (A12)
assist a chosen ally preparing to make a skill check. By doing so,
you grant the ally advantage on the skill check, which the ally When characters make a group check, not all characters need to
must use before the end of their next turn or lose it. use the same skill. The GM decides which skills are appropriate
for a specific group check, and each player decides which skill
The GM decides whether it is possible to lend assistance to a
their character uses.
skill check. If you want to help a character kicking in a door, you
might not be able to do so if the narrow door doesn’t provide A group of characters trying to follow a treacherous path
enough room for both of you to kick at the same time. Likewise, through a dangerous forest make a group check to avoid
if it’s a DC 25 Acrobatics check to leap off a cliff and land on the becoming lost. Each character can make a Nature check
back of a griffon flying past, the check won’t be made any easier (representing watching the ground, scanning for tracks, or
if an ally gives you a push. checking trees for signs of animals having passed by) or a
Perception check (representing seeking more obvious signs
When a scoundrel attempts a Thievery check to pick a
of gaps in the trees or checking for hazards).
simple padlock in a dungeon, there’s nothing any of their
allies can do to assist that focused task. However, during a
later attempt to deactivate a large-scale trap in a cursed
temple chamber, the GM might decide that the task can be
Complex Skill Checks
With most skill checks, a single die roll immediately determines
made easier by having another character lend assistance —
a character’s relative success. Whether jumping across a chasm
perhaps by holding tools in place and shining a light as the
or recalling a specific piece of information, a single check
scoundrel directs.
determines the outcome, for good or bad.
At the same time, the party’s wizard attempts an
For complicated and time-consuming tasks, or at times when
Expertise/history check to recognize the unknown runes
the GM wants to build tension and suspense, a complex skill
scribed along the temple walls. Because the check
check might be called for. With a complex skill check, a specific
represents knowledge the wizard either does or doesn’t
number of clear-success skill checks must be achieved to
Acrobatics Escape
Slow and methodical movement underlies your ability to use
Acrobatics skills focus on light and dexterous movement. Vigor, Acrobatics to escape, whether freeing yourself from bonds or
quickness, and controlled motion are important for most manacles, slipping out of the grasp of a creature who has
Acrobatics checks, which use Dexterity or Constitution as their grappled you, sliding between the narrow bars of a jail cell, or
core abilities. twisting through a tunnel barely large enough to hold you.
Your mobility and physical focus are compromised by anything You usually make an Acrobatics/escape check to break free of
that hinders your movement and flexibility. If you employ certain bonds or confinement as a standard action.
types of armor or shields, you have disadvantage on your
Acrobatics checks. When you are attempting to fit through an especially narrow
space, the GM might call for an Acrobatics/escape check as part
Chapter 9/Armor Hindrance (240) of your move action. The minimum size of a space you can
The Acrobatics skill group contains the agility, climb, escape, squeeze through is typically one through which you can move
and handle rope skills. your head but not your shoulders, which must be shifted to
force them through one at a time.
Agility Chapter 7/Squeezing (168)
Quick and instinctive movement is the hallmark of an
Acrobatics/agility check, whether you are walking along a Handle Rope
tightrope or narrow ledge, tumbling over an obstacle, or A combination of reflexes and nimbleness is required to handle
moving through the space of an enemy. You make an rope and other large flexible objects, whether you are tying
Acrobatics/agility check to force an object out of a creature’s lasting knots, sending a grappling hook attached to a rope to
grasp with a disarm combat maneuver, or to leave a foe land where you want it, or lassoing an object or creature.
hindered in a fight with a confound or impede combat
maneuver. You also use agility to feint in combat, hoping to gain You usually make an Acrobatics/handle rope check as a
an edge against a foe. standard action. This includes attempting to lasso a creature to
disarm or trip it as a combat maneuver.
Chapter 7/Movement (166)
Chapter 9/Combat Maneuvers (259); Feint (289) Chapter 9/Trip (261)
If you jump down from a height of more than 10 feet, you take
damage as if you had fallen unless you succeed on an Tools and Physical Checks
Acrobatics/agility check to absorb the impact of your landing. Skill checks involving physical movement (including Acrobatics,
The DC for the check is equal to the distance you jump down, Athletics, and Endurance checks) are typically made with hands,
so that avoiding damage from a 10-foot jump is an easy check, feet, or some other part of a creature’s body. Sometimes, though, a
avoiding damage from a 20-foot jump is a hard check, and so physical check can be made with appropriate tools, as when a
on. With a clear failure on a check made to jump down, you take character uses a pry bar to force open a door or locked chest, or
damage as if you had fallen and you go prone when you land. employs a polearm as a makeshift lever to move a rock off a
trapdoor.
Appendix B/Prone (A10) Certain tools provide advantage on physical checks, such as when a
Most checks for agility are made as a move action or as part of pry bar is used to open a locked chest, or when an Acrobatics/agility
a move action while you are moving. The disarm combat check to disarm an opponent is made using a weapon with the
maneuver usually involves making an Acrobatics/agility check as disarm quality. If you are able to use only an improvised tool (for
a standard action. example, trying to pick a lock with the tip of your dagger because
you don’t have access to thieves’ tools), you might have
disadvantage on the check, as determined by the GM.
Climb Chapter 8/Adventuring Gear (210)
Whether making a methodical ascent up a long rope, seeking Chapter 9/Weapon Qualities (274)
out handholds in a stone wall, or carefully slipping along a
crumbling cliff face, you use your Acrobatics skill to climb.
When you climb, you move at half your speed. You make an
Acrobatics/climb check as a move action. A successful check to Fly
climb allows you to move half your speed. You need both hands The Acrobatics group has a fourth skill that isn’t included in this
free to climb, preventing you from making use of weapons or a section, because it isn’t a skill most characters routinely use. The fly
shield. But while you aren’t moving, you can cling to a wall with skill covers the specific kinds of maneuvering and movement made
one hand while you cast a spell, attack with a melee or thrown by a flying creature. The flying creatures in the Creature
weapon, or take some other action that requires only one hand. Compendium each have an Acrobatics modifier that reflects how
graceful they are in the air, and much of the magic that allows
If you have a climbing speed, you don’t make Acrobatics checks characters to fly improves their Acrobatics check to do so. A
for routine climbing, but you might need to make checks to character who wants to improve their ability to fly is free to improve
climb in dangerous conditions, through difficult terrain, or their Acrobatics/fly modifier by taking the Skill Specialization feat.
through obstacles, as the GM determines.
Chapter 7/Movement (166)
Moderate • Clamber up and over a low • Climb a strong tree. • Slip out of a hastily tied rope. • Tie a slip knot, a sliding
(15) obstacle. • Clamber up a natural rock • Break free from an opening just knot, or some other special
• Jump down 15 feet without wall with a good number of wide enough to admit your type of knot.
taking damage or going prone. wide hand- and footholds. body, in which you are stuck. • Splice two ropes together.
• Break free of an animate rope • Identify a weak point in a
spell. knot or rope.
Magic Grimoire/Spells (ch. 1)
Hard • Walk a tightrope. • Ascend a rough stone wall • Break free of an entangle spell. • From a favorable position,
(20) • Jump down 20 feet without with infrequent narrow hand- • Squeeze through a space throw and secure a
taking damage or going prone. and footholds. barely wide enough for your grappling hook.
head and one shoulder. • While stationary, throw a
lasso to loop around an
outcropping of rock.
Formidable • Swing from a rope or • Clamber up a mostly flat rock • Slip out of a well-tied rope or • While stationary, throw and
(25) chandelier and drop into attack wall or a brick wall with a locked manacles of average secure a lasso to a bandit
position. rough surface but no construction trying to escape from you.
handholds. • Squeeze through a space wide • While moving, throw and
enough only for your head. secure a lasso or a grappling
hook around a statue to pull
it over.
Insurmountable • Wait for a bridge to collapse to • Climb a wall of smooth stone • Escape from locked, well-made • Lasso a wyvern in flight while
(30) the ground and avoid being or glass. manacles. giving chase on your own
crushed beneath it. mount.
• Jump down 30 feet without
taking damage or going prone.
Opposed • Your Acrobatics/agility check to — • An Acrobatics/escape check to —
move through an enemy’s break free of an opponent’s
space is opposed by the established grapple is opposed
opponent’s Acrobatics/agility by the opponent’s
or Athletics/grab check. Athletics/grab check.
• Your Acrobatics/agility check to
feint against an opponent is
opposed by the opponent’s
Investigation/insight check or
Perception/spot check.
• When you attempt the
confound combat maneuver,
your Acrobatics/agility check is
opposed by a creature’s Will
saving throw.
• When you attempt the disarm
combat maneuver, your
Acrobatics/agility check is
opposed by a creature’s Reflex
saving throw.
• When you attempt the impede
combat maneuver, your
Acrobatics/agility check is
opposed by a creature’s
Fortitude saving throw.
Chapter 9/Combat
Maneuvers (259); Saving
Throws (245)
clinging to the edge of the space you tried to jump over, then
Athletics needing to climb out on your next turn.
Athletics skills reflect a character’s physical power and overall You make a vertical leap to reach a ledge, a rope, or some
quickness. Strength or Dexterity are the core abilities for other object above your usual reach. If you jump up to grab
Athletics, whose checks often reflect muscle memory, timing, something, a successful check indicates that you reached the
and physical power. desired height. If you wish to pull yourself up, the GM will
usually ask for a follow-up Acrobatics/climb check. If you jump
The Athletics skill group contains the grab, jump, slam, and
up to grab onto a creature above you, the GM will usually ask
throw skills.
for an Athletics/grab check.
Grab The standard DCs for making a horizontal jump assume that the
place you are jumping from is on the same level as the place
Whether you’re clinging desperately to a rope bridge as it you are jumping to. If you are jumping from a high place to a
collapses, hanging onto a foe to keep them from moving, or lower place, the GM might decrease the difficulty of the jump by
lifting an ally who’s fallen over a ledge — along with the bag of one category. If you are jumping from a low place to a higher
loot they’re desperately clinging to — a successful place, the GM might increase the difficulty by two categories or
Athletics/grab check lets you find the right location to hold on more, or the jump might become impossible.
tight and pull. Against creatures, you most often make an
Athletics check to grab when you attempt to grapple a creature,
or when you are hanging onto them after a successful grapple. Jump or Agility
Both Athletics/jump and Acrobatics/agility can allow you to get over
Chapter 9/Grapple (260) low obstacles with equal ease, but the two skills have a different
Grabbing onto an object that is immobile or is handed to you is focus. When the distance you need to clear is your primary concern
usually a free action, or might be done as part of another (as when leaping over a pit), Athletics/jump is the appropriate check.
action. Grabbing a moving object or an object held by a If the way you move while leaping is more important than where you
creature is usually a standard action. Grabbing a creature as end up (as when jumping over a moving object or a low barrier set
with spikes), use Acrobatics/agility.
part of the grapple combat maneuver is usually a standard
action. When you jump down from a height, your athleticism is of less
importance than your nimbleness. As such, you always use
Breaking or Attacking
Breaking an object is different than attacking in combat, because
objects have no hit points to determine their combat resilience.
Instead, an object has a damage DC that determines the
Athletics/slam check necessary to deal significant damage to it, then
usually requires a number of successful checks before it is
destroyed.
Complex Skill Checks (107)
Chapter 8/Damaging Objects (230)
Throw
Whether you are tossing a magic item to an ally with great care
or heaving a flask of alchemist’s fire into a mob of monstrous
spiders at maximum speed, you make an Athletics/throw check
to summon up the force and timing needed to get a thrown
object where you want it to go.
Chapter 8/Alchemical Items and Everyday Magic (214)
Making an Athletics/throw check is usually a standard action.
The GM might allow you to throw an object as a minor action,
but doing so might impose disadvantage on the check. The GM
sets the DC for the check depending on the circumstances,
including the distance of the throw, the weight and
aerodynamics of the object, and whether you’re distracted by
combat or movement. Round objects with enough mass to
overcome air resistance are easiest to throw. Odd-shaped
objects and objects containing liquid (including flasks holding
potions or alchemical fluids) are harder to throw, as are objects
that are extremely light.
Magic Grimoire/Potions and Spellmarks (ch. 2)
When throwing an object over a significant distance, the object
must typically rise half as high as the distance it travels. In a
dungeon corridor or other environments in which vertical space
is limited, you might be limited in how far you can throw an
object.
On a clear failure on the check to throw an object, the object
doesn’t reach its intended target, whether a creature or a
specific area. On a low success while throwing an item to an ally,
the GM might complicate the check by forcing the ally to make
an Acrobatics/agility check to grab the item. Complications on
checks to throw an item into a specific area usually involve the
item landing a distance away from that area, as determined by
the GM.
Survival
Foraging for food and water in an underground environment
requires unique skills. A Dungeoneering check for survival lets
you safely use natural flora and fauna to stay alive.
The length of time required to find water, forage, hunt, or trap
depends on factors such as terrain and the ecosystem of the
caverns or ruins you are in, but typically ranges from 1 hour to 1
day, as determined by the GM.
Making a Dungeoneering/survival check to follow tracks or
avoid becoming lost is usually done as part of your movement
while out of combat. If you make such a check while the game is
in initiative (typically when you are trying to track a fleeing
creature or making a snap judgement about which direction to
move), the GM might ask you to make the check as a standard
action. The GM determines how often you need to repeat the
check, based on how often you need to reestablish the trail or
how often you run the risk of becoming lost.
Creatures who require water and food to survive can have their
physical and mental well-being affected if one or both of those
things are denied them. If your character goes without water or
food for specific periods of time, they must make checks to
subsist on minimal liquids and sustenance, or suffer thirst and
starvation that can easily lead to death.
Chapter 7/Thirst and Starvation (176)
Unless your character has some means of surviving without
needing to breathe, Endurance/subsist checks can help them
survive a lack of air, whether you are underwater, or caught in a
magical vacuum or a toxic environment.
Chapter 7/Suffocation (177)
The GM sets the DC for Endurance/subsist checks based on the
type of check and the circumstances. Because an Endurance
check to subsist is usually made in response to conditions
around you, it is usually a free action.
Swim
You most commonly swim to move through water, but skill at
swimming can also be of use when you are swept up by an
avalanche, trapped by quicksand, or are caught in a magical
effect that negates gravity.
When you swim, you move at half your speed. The DC for your
Endurance/swim check depends on the conditions around you
and what you hope to accomplish by swimming. Simply staying
afloat on a calm lake is relatively easy. Attempting to swim
against the current on white-water river is more difficult by far.
For Endurance/swim checks made underwater, available light is
also an issue for sighted creatures, and the GM might increase
the difficulty of the check if murkiness or depth makes it difficult
for you to see where you are swimming.
You typically make an Endurance/swim check as part of your
movement. If the check involves focused activity, the GM might
have you make it as a minor action or a standard action. The
number of checks you make depends on how far you’re
swimming and under what conditions. Over a long distance, the
GM might ask for only a single check to determine the success
of your swim or how long it takes. If you are fighting in the
water, you might make an Endurance/swim check each round.
If you have a swimming speed, you don’t make Endurance
checks for routine swimming. But you might need to make
checks to swim in turbulent conditions, through difficult terrain,
or through obstacles, as the GM determines.
Chapter 7/Movement (166)
The GM might increase the difficulty of a check made to swim if
you are heavily encumbered by gear. If you swim while wearing
medium or heavy armor, you have disadvantage on
Endurance/swim checks.
Chapter 8/Carrying Capacity (228)
Chapter 9/Armor Hindrance (240)
If you swim underwater, your Endurance/swim check covers your
ability to hold your breath while swimming. You don’t make
separate Endurance/subsist checks unless the circumstances
demand it (for example, if you become trapped underwater and
need to free yourself).
Architecture
Studies of architectural design, building techniques, and the
large-scale engineering of buildings, bridges, and so on are all
part of architectural knowledge. You make an
Expertise/architecture check to design or renovate a building,
bridge, or other fixed structure, to assess the soundness of such
structures, or to know how to compromise their structural
integrity.
Under some circumstances, architectural knowledge can grant
you information in related areas of knowledge. For example,
knowledge of building styles over different periods of history
might allow you to make an Expertise/architecture check to try
to date the age of ruins.
Geography
Geography encompasses specific insights into the maps and
landscapes of local and far-off lands. It covers both the
academic studies of cartography and map reading, as well as
the real-world ability to assess terrain and weather.
Recalling the geographical features of areas you know well or in
which you have spent time is typically a routine check not
requiring a roll. Characters are assumed to have a full working
knowledge of the roads, paths, settlements, rivers, and hazards
of their home territories and any other areas they have spent
significant time in. But it takes Expertise/geography skill to
accurately recall or identify the features of an area passed
through only once or observed only on maps.
History
The lore of contemporary and fallen kingdoms, royal lines,
mythology, and legends are all part of the Expertise/history skill.
You might make an Expertise check for history to determine the
age of ruins, to recognize the banners of an advancing army, or
First Aid
Whenever a character needs to make a Healing check for themself,
including when attempting to recover hit points through natural
healing, another character can administer first aid by making the
check for them. A character can administer first aid to multiple
creatures as the GM determines.
Three wounded party members need to heal critical point
damage during a week of downtime rest, and their healer ally
wants to help. Because the week of downtime provides ample
time for the healer to look after all their companions, the GM
allows the healer to make the Healing checks for all three allies.
However, if the healer also needed to make their own Healing
check to deal with a penalty to their Strength modifier, the GM
might decide that aiding three allies takes up all the character’s
time and focus, giving them no opportunity to rest and recover
themself.
Chapter 9/Natural Healing (257)
Physical Recovery
Physical recovery focuses on conditions of the body as well as
physical wounds and maladies. During downtime healing, it aids
in the restoration of critical point damage and can negate
penalties to a creature’s Strength, Dexterity, or Constitution
modifier.
Chapter 9/Healing (123)
Many poisons attack the body, sapping a creature’s motor
control or physical vitality by imposing a penalty to their
Strength, Dexterity, or Constitution modifier. Such mental-effect
poisons can be treated with a successful Healing/physical
recovery check as a standard action, allowing a creature to use
the check instead of their saving throw against the poison.
All magical and mundane pestilences temporarily impact a
creature’s physical health, even if their effects are largely
mentally focused. While a creature is affected by pestilence, you
can attend the creature in an attempt to treat them, allowing
them to use the check instead of their saving throw against the
pestilence. Doing so takes 1 hour or more, and is typically done
as part of a long rest.
With a successful DC 15 Healing/physical recovery check made
to aid a dying creature, that creature regains 1 critical point and
is no longer dying.
Opposed — — —
Linguistics
Your study of scripts and languages allows you to create or
decipher codes, forge written documents or detect when a
lore check to determine how much information you can glean. If the spell you attempt to identify is rare or unique, the GM
The GM sets the DC for the check according to what might increase the difficulty of the check by at least one
information is present and its level of complication. Studying category.
magic books or magical writing generally takes at least 1 Magic/spellcraft checks are also made whenever you attempt to
minute, and could run to 1 or more hours or days of research. learn a new spell. Learning a spell takes 1 day per spell level
For longer periods, the GM decides how many Magic/magical and a requires a successful Magic/spellcraft check, with a DC
lore checks are necessary, or whether your efforts require a dependent on the spell’s level and the manner in which you
complex skill check. learn the spell — from instruction by another caster, by
Complex Skill Checks (107) observation, or from a written source.
Chapter 10/Spellbooks sidebar (326)
Chapter 10/Learning New Spells (324)
While the game is in initiative, you can attempt to glean a
Method of Learning Magic/spellcraft DC
general sense of the content or importance of magical writing as
Instruction or recorded 10 + spell level
a standard action, but the GM might limit how much you can
Observation 15 + spell level
learn.
A Magic/magical lore check lets you identify magical effects
created by the magical features of creatures. The GM assigns a Spellcraft, Handle Magic, or Magical
DC according to how common, unusual, or rare the creature is
in a particular area or environment, adjusted for whether you’ve
Lore?
A certain amount of crossover exists between the different skills in
observed the magic of similar creatures before. the Magic group, but each has a specific focus. Magic/spellcraft
Creature Rarity DC to Assess checks are made to assess the effect of spells. Magic/magical lore
Common 15 checks are made to assess magical effects that aren’t spells. But
Unusual 20 Magic/handle magic checks are made to assess item- or location-
based magic whether that magic is spell based or not. This means
Rare 25
that assessing a mysterious pool or a magic item requires a
Magic/handle magic check when you first examine it. But if you have
You can also use Magic/magical lore to identify materials
a chance to observe the pool or the item’s magic in operation, a
created or shaped by magic, even if the magic that created Magic/spellcraft or Magic/magical lore check becomes appropriate.
them has faded. For example, wall of stone is an instantaneous
spell, meaning the wall it creates doesn’t radiate magic. But with
a Magic/magical lore check, you can determine whether a stone
wall was created by magical or by mundane means. Studying
magically created materials generally takes 1 or more minutes,
with a DC set by the GM.
Magic Grimoire/Spells (ch. 1)
Magic/magical lore also covers knowledge of creatures who
have an inherently magical nature or which are not native to the
material world — celestials, constructs, dragons, elementals,
fiends, fey, and undead, and can be used in place of similar
creature knowledge checks made with the Dungeoneering or
Nature skill.
Spellcraft
A Magic check for spellcraft lets you assess or interact with spell
magic, whether that spell was cast by a creature (including
spelltouched manifestations and primordial invocations),
channeled from an item (potions, scrolls, wands, staffs, and so
forth), or is part of a location (a permanent teleportation circle
and so forth).
You make a Magic/spellcraft check to try to determine what
spell another creature is using, either by observing the creature
casting it or by studying its effects. Because identifying a spell
by observing it being cast must be done in a moment, it is
usually a minor action. Observing the effect of a spell is usually
a standard action.
Identifying a spell requires a successful Magic/spellcraft check
with a DC determined by the strength of the spell.
Spell Level DC to Assess
0 to 6th 15
7th to 12th 20
13th to 18th 25
Survival
In areas of isolated wilderness, adventurers must live off the
land. A Nature check for survival lets you locate fresh water,
forage for food, or hunt and trap small game.
The length of time required to find water, forage, hunt, or trap
depends on factors such as terrain and weather, but typically
ranges from 1 hour to 1 day, as determined by the GM. Making
a check to assess the weather typically takes 1 or more
minutes.
Making a Nature/survival check to follow tracks or avoid
becoming lost is usually done as part of your movement while
out of combat. If you make such a check while the game is in
initiative (typically when you are trying to track a fleeing creature
or making a snap judgement about which direction to go), you
do so as a standard action. The GM determines how often you
need to repeat the check, based on how often you need to
reestablish the trail or how often you run the risk of becoming
lost.
Wild Lore
A Nature/wild lore check provides insight into the flora and
fauna of the natural surface world. The knowledge of the Nature
skill encompasses a wide range of creatures, including animals,
botanicals, giants, wondrous beasts, and wondrous worldborn.
Wondrous Beasts and Wondrous Worldborn sidebar (115)
The GM sets the DC of a check for creature lore depending on
circumstances, including how common a particular creature type
is in a particular area and what kind of lore you are likely to have
been exposed to regarding such creatures. Lore checks are
easier when creatures are common in an area, and more difficult
when they are rare.
A Nature/wild lore check to recall lore you have previously come
across usually takes 1 or more minutes, depending on the
circumstances of the check. To glean new information from
resources at hand might require 1 or more hours. A character
can make a Nature/wild lore check while the game is in initiative
as a minor action, but such a check can typically involve only
recalled basic or obvious information.
Scent
Bugbear and kobold characters, as well as many other creatures,
have the scent ability, which expands on their use of existing skills. A
creature with scent can use their sense of smell when making
Dungeoneering, Perception, Nature, and personal-group skill
checks related to seeking or sensing. Creatures without the scent
ability can notice obvious scents and odors, but can’t make
Perception checks to pick up the most subtle scents.
Appendix A/Scent (A6)
A check for deception targeted at a single creature might be If you and another creature are actively engaged in courting the
opposed by the Investigation/insight check of the creature you favor of a third creature (as when you and an enemy attempt to
are attempting to deceive or lie to, or it might be against a DC convince a third party to enter a fight on your behalf), the GM
set by the GM depending on circumstances. If your deceit or lie might ask for opposed Persuasion/diplomacy checks to help
is particularly believable, you might gain advantage on the determine which of you is more effective at influencing the
check, with the creature having disadvantage on its check if they target.
are predisposed to trust you.
With a successful check for deception, you can make creatures Intimidate
believe what you want them to believe, and those creatures Through sheer force of will and your ability to read weaknesses
react as you wish for a short time. Even if you are successful, in other sapient creatures, you can coerce those creatures to
your deception ends if the creature receives any information follow your demands with a Persuasion/intimidate check.
that directly contradicts your deception. A Persuasion/deception You typically try to intimidate creatures whose attitude you know
check can’t change a creature’s thoughts in the manner of a you have no hope of changing through diplomatic means. With
charm person or suggestion spell. a successful Intimidate check, you force creatures to temporarily
Magic Grimoire/Spells (ch. 1) treat you as if they were friendly toward you, making them
grudgingly offer up aid and information. Such tactics alienate
If you and another creature are actively engaged in deceiving a those they are used against, though, and creatures you have
third creature, the GM might ask for opposed intimidated inevitably become hostile toward you (even though
Persuasion/deception checks to help determine which of you they might remain too afraid to act on that hostility).
spins the more believable lie.
Intimidating one or more creatures might take 1 or more
minutes. Making a Persuasion/intimidate check as part of the
Diplomacy demoralize combat maneuver is usually a standard action.
With the Persuasion/diplomacy skill, you can attempt to defuse
the anger of a hostile sapient creature, win the favor of an NPC, Chapter 9/Combat Maneuvers (259)
or help bring a positive end to arguments or tense negotiations. The GM usually sets a DC for your Persuasion/intimidate check
The time required to enter into a delicate or complex based on the nature of the creatures you are interacting with.
negotiation is determined by the GM, but is typically 1 or more Creatures who are fearful for their lives are easy to intimidate,
minutes. A check for diplomacy made in the heat of combat is but intimidating creatures who abhor acknowledging weakness
made as a minor action as part of communicating, but such or fear is more difficult. As with all skill checks that accompany
circumstances usually increase the difficulty of the check. roleplaying, your success might be carried by roleplaying alone,
with the check simply providing confirmation or complications
The GM determines the DC of a check for diplomacy based on for your effort.
circumstances and the natural inclinations of the creatures being
engaged with. NPCs and creatures can have one of four Any creature successfully intimidated by you remains
different attitudes toward the player characters. intimidated as long as they are in your presence, and for a
length of time afterward determined by the GM.
Hard • Make a mob of wererat gangsters • Talk a superior force of wood elves into • After inflicting significant damage to a
(20) believe that you’ll lead them to a letting you pass after you inadvertently dragon, convince them to end their fight
valuable treasure if they let you live. wander into their territory. with you before it’s too late.
Formidable • Convince a group of suspicious soldiers • Sway a group of wary palace guards to • With a display of strength and a trophy
(25) that the stolen goods you carry were stand down after they find you in the royal from a patrol you previously vanquished,
planted on you. bedroom without leave. convince a powerful giant clan to let you
pass through their territory.
Insurmountable • Make a powerful vampire believe that • Engineer a temporary truce between two • Use a display of potent magic to
(30) you carry a magical curse that will infect outlander clans with generations of convince a hamatula that a fight with you
them if they feed on you. feuding between them. would be a mistake.
• Convince a gentry who believes you • Unleash a scream of fury that causes a
murdered one of their family members to charging owlbear to stop in its tracks and
grant you aid. back away from you.
Opposed • Your Persuasion/deception check might • If you and another creature are • If you and another creature both try to
be opposed by a target creature’s attempting to sway the opinion of a third intimidate a third party, you might make
Investigation/insight check, with creature, the GM might call for opposed opposed Persuasion/intimidate checks
adjustments determined by the GM. Persuasion/diplomacy checks to to determine who is successful.
• Your Persuasion/deception check to determine the outcome. • When you attempt the demoralize
feint against an opponent is opposed by combat maneuver, your
the opponent’s Investigation/insight Persuasion/intimidate check is opposed
check or Perception/spot check. by a creature’s Will saving throw.
Chapter 9/Combat Maneuvers (259)
Disguise If a creature is directly observing you, you can’t hide from that
creature without additional distraction or a change in whatever
You adopt a disguise to pass unnoticed among other creatures, circumstances grant you concealment or cover.
or even to take on the guise of a specific creature. If you are
A rampaging gargoyle observes an archer drop down
attempting to fit in with a crowd or disguise yourself in a
behind a pile of rubble, meaning the archer can’t attempt
soldier’s livery or other uniform, the DC of the check is
to hide before popping up from behind that same rubble
determined by the GM depending on the circumstances. If you
again. However, by crawling unobserved behind the rubble
are attempting to impersonate a specific person while
to emerge from a new position a good distance away, the
interacting with other creatures, your Stealth/disguise check
archer has a chance to make a Stealth check to hide and
might be opposed by the Investigation/insight or
catch the gargoyle unaware.
Perception/spot checks of those creatures.
The time necessary to create and employ a disguise is Creature Compendium
determined by the GM, but typically takes 1 or more minutes If you have total cover or total concealment, you don’t need to
to 1 or more hours, depending on the complexity of the make a Stealth check to hide from sighted creatures, which can’t
disguise and the availability of the materials needed to craft it. see you. However, the GM might call for a Stealth check to
The GM will typically call for a check each time new remain silent, or to hide from creatures with clearsense,
circumstances force you to determine how good your disguise truesense, or some other means to observe you.
is.
Appendix A/Special Features (A1)
When a hobgoblin investigator disguises themself as a
human to evade the sentries at a meeting of followers of a
human-only temple, the GM will likely call for just one
Sneak
check for them to get past the guards and wander inside. Whenever you move or carry out a physical activity while
But if the hobgoblin then attempts to push through a wanting to avoid the notice of other creatures, you make a
crowd listening to the human high priest speak, or if they Stealth check to sneak. This lets you focus on staying silent or
interact with a specific follower who challenges their keeping your movements subtle enough to not draw attention.
presence, additional checks might be called for. If you are moving when you make a Stealth/sneak check, you
make the check as part of a move action. If you are trying to
A Stealth/disguise check is easiest when you are passing make no noise while you hide, the GM might ask for a check as
yourself off as a person of the same lineage and general build as a minor action, or as a standard action if staying quiet
you. If you attempt to alter your lineage or build with a check to represents a significant amount of effort — for example, an
disguise yourself, the difficulty of the check typically increases by armored knight trying to remain unheard inside a moving
at least one category, at the GM’s determination. tinker’s cart filled with pots and pans.
With a successful check, the creatures who meet or observe you
Chapter 7/Observation and Awareness (174)
are fooled by your disguise. On a failed check, the disguise
gives itself away, either because of some error in setup or You can make a Stealth/sneak check to attempt virtually any
because an observer intuitively suspects that something about action clandestinely, including speaking in a whisper or signing
you isn’t quite right. subtly so as to not be noticed. If you are picking the lock of an
occupied guardroom, the GM is likely to ask for a Thievery/open
A check to disguise yourself covers only your physical
locks check plus a Stealth/sneak check. Even if you are
appearance, movement, and general mannerisms. If you are
successful at opening the lock, your attempt might be noticed if
interacting with other characters, the GM might call for
a clear failure on the Stealth check indicates an excess of noise
Persuasion checks and roleplaying to determine whether your
or movement.
actions and communications undermine your disguise.
Thievery (143)
Hide The DC of a Stealth/sneak check is determined by the relative
When you make a Stealth check to hide, you attempt to conceal difficulty of staying inconspicuous in a particular environment or
yourself or your movement from observers. You must have under specific circumstances. The more people nearby who
might observe you, the more difficult the check. Likewise,
Insurmountable • Disguise yourself as a well-known hero of • After hitting with a ranged attack, drop • In a silent area with guards on alert,
(30) a different lineage and body type. down, roll 10 feet, and hide within light move unnoticed across a floor strewn
underbrush. with broken glass or open ground
covered with dry leaves.
Opposed • Your Stealth/disguise check might be • Your Stealth/hide check might be • Your Stealth/sneak check might be
opposed by the Investigation/insight or opposed by the Perception/spot check opposed by the Perception/listen checks
Perception/spot check of specific of creatures close to you or actively of a creature you’re sneaking past, or of
creatures interacting with you. seeking you. a creature actively trying to observe you.
Formidable • Pick a high-grade padlock on a • Remove a small object from a hidden •Disrupt the trigger of a spell trap spell
(25) merchant’s strongbox. pocket in a gentry’s shirt. storing a lightning bolt spell so that it
• Pick the high-grade deadbolt on the • While arguing with an irate elf scout, activates in response to different
thieves’ guild storeroom. draw their long-knife from their scabbard creatures than originally specified.
before they have a chance to attack you. • Rework the triggering mechanism of a
flooding room trap so that it begins to
drain before completing filling with
water.
Insurmountable • With time for study and no distractions, • While bumping into a high priest, take • In combat, quickly adjust the mechanism
(30) open a complex magical lock. the scepter from their hand while of an executioner statue trap so that it
replacing it with a forgery pulled from a spins around to attack a foe pressing you
hidden pocket in your cloak. when you trigger it.
• While carrying a funeral urn almost as tall
as you are, use your body to momentarily
conceal the urn as you walk past a group
of gatehouse guards.
Opposed — • If a creature is on guard against sleight —
of hand or closely watching your
attempt, you might make your
Thievery/sleight of hand check against
the creature’s Perception/spot check.
Creating a Personal Skill Group New Skills for Skill Groups sidebar (109)
A skill check for a personal skill group is made like any other skill Profession
check. If an adventure takes place in and around a busy port, a Advocate • Animal Trainer • Apothecary • Architect • Attorney •
character might make a Sailor check to demonstrate the ability Baker • Boater • Bookkeeper • Brewer • Cartographer • Cook •
to help crew a ship. Another character could make a Musician Courier • Driver • Engineer • Farmer • Fisher • Guide • Healer
check to earn income performing on the docks, or to impress • Herbalist • Herder • Hunter • Innkeeper • Laborer • Logger •
with an impromptu ode at a ship captain’s table. Midwife • Miller • Miner • Navigator • Notary • Porter • Rancher •
Sailor • Scout • Scribe • Soldier • Tanner • Teamster • Woodcutter
The core ability scores for a personal skill check are left to the • Wrestler
player and GM to determine. Physical vocations or pastimes
commonly use Strength, Dexterity, or Constitution — a
Carpenter check made to create or fix a wooden object,
Wagoner checks made to drive a coach, and so on. Checks for
less physical vocations and interests might work best with
Intelligence, Wisdom, or Charisma — a Sheriff check made to
assess the honesty of a village’s town guards, Innkeeper checks
made to manage an inn’s finances, and so on. And as with all
Check (DC) Typical Crafting Skill Group Typical Performance Skill Group Typical Profession Skill Group
Easy • Create cutlery, crockery, pots, and other • Make a pleasant but unmemorable • Complete a day’s work in an adequate
(10) basic mundane items. performance of oratory in a public but not noteworthy way.
• Create sketches, sculptures, or other square.
artworks of average quality. • Sing or play a song on a street corner
• Create basic alchemical items such as without offending anyone.
acid, breathing masks, and smelling
salts.
Chapter 8/Alchemical Items and Everyday
Magic (214)
• Design or construct simple traps such as
a collapsing column or a pit trap.
Traps (189)
Moderate • Craft chests, toys, basic clockwork • Engage in a memorable performance in • Demonstrate a level of skill and
(15) devices, and other items with moving a local theater. professional knowledge that earns praise
parts. • Play music that wins the favor of patrons and word-of-mouth from your
• Create somewhat complex alchemical in a friendly tavern. employers.
items such as alchemist’s fire, radiant
essence, and smokesticks.
• Design or construct straightforward traps
such as a collapsing wall or a missile
gauntlet trap.
• Cut gems of good quality.
Hard • Craft weapons, ammunition, and armor. • Sing heroic ballads that win the favor of • Conduct your work at a level that
(20) • Build a clockwork lock or some othe r patrons in a rough roadhouse. establishes you as a clear leader in your
complex mechanical device. • Relay a stirring story that softens the profession, bringing in new clients faster
• Craft complex alchemical items such as intent for violence of a group of than you can take them on.
antitoxin. hoodlums you cross.
• Design or construct complex traps such
as a compacting room, a needle jab trap,
or a barrier trap.
• Create artwork of impressive quality.
• Craft common magic items.
Formidable • Design or set up extremely complex • At a banquet, shape a dramatic • Demonstrate a level of skill that has
(25) traps such as an executioner statue trap performance so impressive that it gains others in your profession lining up to
or a flooding room trap. you the friendship of a merchant lord. work with you.
• Forge and assemble jewelry whose
exceptional quality provides an invitation
to a gentry’s inner circle.
• Craft uncommon magic items.
Insurmountable • Craft a clockwork toy whose functioning • Use a song or an impassioned speech to • Demonstrate a new way of doing
(30) is indistinguishable from magic. calm angry tempers and prevent a brawl business that changes the way your
• Craft rare magic items. between two long-feuding families. chosen profession is performed in the
local area.
Opposed — — —
Favored Terrain
Skill Feats Your familiarity with the terrain around you gives you an edge
The feats in this section boost a character’s checks with against those you hunt.
preferred skill groups and skills, grant a character special
Chapter 7/Environment and Terrain Feats (178)
benefits with skill checks made under certain circumstances, or
allow characters to apply the effects of skill checks in unique
ways. Imbue Magic Item
Where a feat appears with only a cross-reference to another Your ability to handle eldritch power allows you to channel
section, that feat is relevant to skills but has its full write-up in magic into the items you create.
that other section. Prerequisites: Skill Specialization (Magic/handle magic) ×1.
Benefit: You can imbue magic into an object to create an
Controlled Fall ephemeral magic item.
You twist in midair to land upright and reduce the impact of a
Magic Grimoire/Creating Magic Items (ch. 2)
deadly fall.
Imbuing magic into an item requires the power of a spellcaster,
Chapter 7/Movement Feats (173) but that caster doesn’t need to be you.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Fade Away
Your well-honed sense of stealth allows you to disappear into
the background with ease.
Jack of All Trades
Your innate talent with many different tasks grants you an edge
Prerequisites: Skill Focus (Stealth) ×4. when you work outside your skill set.
Skill Focus Prerequisites: Skill Focus (any three groups) ×4.
Benefit: You can use a minor action to grant yourself advantage Benefit: You have a +1 bonus to checks with skills in any group
on a Stealth/hide check made while the game is in initiative. for which you have not taken Skill Focus.
Stealth (140) Mastery: You can take this feat three times, increasing the
Mastery: You can take this feat once, at a cost of 1 feat slot. bonus to a maximum +3.
Feat Slot Cost 1 2 3
Fast Climb Times Taken 1 2 3
You can clamber up any obstacle at speed.
Prerequisites: Skill Focus (Acrobatics) ×4. Skill Focus
Benefit: When you make an Acrobatics/climb check, you can You increase your mastery of a group of related skills.
climb at full speed.
Prerequisites: —
Acrobatics (110)
Benefit: Choose a skill group. You gain a +1 bonus to checks
Mastery: You can take this feat once, at a cost of 1 feat slot. with all skills of that skill group.
Mastery: You can take a first instance of this feat multiple times.
Favored Adversary Each time you do so, you take it for a different chosen skill
You know these foes well, and they feel your wrath. group.
Prerequisites: Skill Focus x1. You can take this feat nine times for a single skill group,
increasing the bonus to a maximum +9.
Benefit: Long hours spent in learning the ways and habits of
specific creatures grant you an edge when you face off against Feat Slot Cost 1 2 3
them. Select a creature type from the table below. You have Times Taken 1–3 4–6 7–9
advantage on Dungeoneering, Investigation, Perception,
Persuasion, and Nature checks when using these skills against or
in reference to creatures of that type. In addition, when you hit Skill Mastery
with an attack against a creature of that type, you have favored Your training with select skills lets you succeed even under
damage with the attack. adverse conditions.
Aberrations Dragons Lycanthropes Prerequisites: Skill Specialization ×2.
Botanicals Elementals Monstrous arthropods
Benefit: When making a check with any skill for which you have
Animals Fey Oozes
taken Skill Specialization, you can always take 10 on the check
Celestials Fiends Undead
even if you are threatened or distracted.
Constructs Giants Wondrous beasts
Skill Checks without Rolls (107)
Chapter 7/Creatures of the World (157)
This feat applies only to specific skills for which you have taken
Creature Compendium/Lycanthropes
Skill Specialization. It provides no benefits to checks with other
Mastery: You can take this feat multiple times at a cost of 1 feat skills in the same skill group.
slot. Each time you do so, you take it for a different favored
Mastery: You can take this feat once, at a cost of 1 feat slot.
adversary.
Skill Paragon
Even your casual efforts are better than most.
Prerequisites: Skill Specialization ×3.
Benefit: Whenever you make a check with a skill for which you
have taken Skill Specialization, you treat any roll of 1 to 9 as a
roll of 10.
This feat applies only to specific skills for which you have taken
Skill Specialization. It provides no benefits to checks with other
skills in the same skill group.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Skill Specialization
You undertake a specialized mastery of a single skill.
Prerequisites: Skill Focus (chosen skill group) ×4.
Benefit: Choose a specific skill from the chosen skill group. You
gain a +2 bonus to checks with that skill.
This feat applies only to the specific skill. It has no effect on
other skills in the same skill group.
Mastery: You can take a first instance of this feat multiple times.
Each time you do so, you take it for a different skill.
You can take this feat three times for a single skill, increasing the
bonus to a maximum +6.
Feat Slot Cost 1 2 3
Times Taken 1 2 3
Stealth Shot
You keep an especially low profile while attacking at range.
Chapter 9/Cover and Concealment Feats (307)
Wild Empathy
Your connection to nature allows you to establish a bond of trust
and control with animals.
Prerequisites: Skill Focus (Nature) ×1.
Benefit: You can make Nature/animal handling checks to
influence the behavior of animals in more nuanced ways,
treating such checks as if you were making
Persuasion/diplomacy checks against sapient creatures.
Nature (131); Persuasion (137)
The typical domestic animal has a starting attitude of indifferent,
while wild animals are usually unfriendly. You can also make
checks to influence the behavior of nonsapient wondrous
beasts, but you have disadvantage on such checks.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Feat Index
In this index, a gray background indicates a feat that has a secondary appearance under a particular category, but whose main write-
up is in another category.
Skill Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Controlled Fall Dexterity 13+ Treat fall as jumping, with advantage on 1 — — — — —
Acrobatics/agility checks to reduce 1 — — — — —
damage.
Fade Away Skill Focus (Stealth) ×4 Use a minor action to gain advantage on 1 — — — — —
Stealth/hide checks 1 — — — — —
Favored Adversary Weapon Focus ×1 Against specific enemies, have advantage 1 — — — — —
on skills, attacks have favored damage. 1 — — — — —
Favored Terrain Skill Focus (one of Dungeoneering, In specific terrain, gain advantage on 1 — — — — —
Nature, Perception, or Stealth) ×1 Dungeoneering, Nature, Perception, and 1 — — — — —
Stealth, advantage on initiative.
Fast Climb Skill Focus (Acrobatics) ×4 When making Acrobatics/stealth checks, 1 — — — — —
climb at full speed. 1 — — — — —
Imbue Magic Item Skill Specialization (Magic/handle magic) Imbue magic into an object to create an 1 — — — — —
×1 ephemeral magic items. 1 — — — — —
Jack of All Trades Skill Focus (any three groups) ×4 Gain a +1 to skill checks for any group for 1 2 3 — — —
which you haven’t taken Skill Focus. 1 2 3 — — —
Skill Focus — Gain a +1 to skill checks with skills from a 1 2 3 — — —
specific skill group. 1–3 4–6 7–9 — — —
Skill Mastery Skill Specialization ×2 Take 10 even if threatened or distracted. 1 — — — — —
1 — — — — —
Skill Paragon Skill Specialization ×3 When making checks for kills with Skill 1 — — — — —
Specialization, treat any roll of 1 to 9 as a 1 — — — — —
10.
Skill Specialization Skill Focus (chosen skill group) ×4 Gain a +2 to skill checks with one specific 1 2 3 — — —
skill. 1 2 3 — — —
Stealth Shot Skill Focus (Stealth) ×1, Weapon Focus ×1 After missing with a ranged attack while 1 — — — — —
hiding, make a Stealth check to stay 1 — — — — —
hidden.
Wild Empathy Skill Focus (Nature) ×1 Make Nature checks to influence animals 1 — — — — —
as if they were sapient creatures. 1 — — — — —
rulership of an elected Imperial regent. With input from all Magic is arguably the greatest of worldborn achievements,
quarters, a master council governed the Empire from the suffusing every culture in the world. Magic has always been
Imperial capital, the far-western city of Ulannor Mor in Lothela. evident in the power and majesty of creatures such as dragons,
Disputes were settled by the council and enforced by the and in the dangerous spaces of world and underworld where
Lotherasien — the legendary Imperial Guard, whose members unknown eldritch power lingers to curse or destroy the unwary.
were stationed in every province of the Empire, and which made But the mastery of personal magics by worldborn folk have long
use of still-secret portal magic that allowed whole armies to granted all peoples an understanding of the workings of
appear in a heartbeat anywhere in the world as needed. spellcraft and the imbuing of magical dweomer into items, and
Unlike history’s sometimes-selective memories of the “glory” of few are those who have never witnessed magic’s power first
the conquest-driven empires of the more distant past, the hand. Spells and magic items channeling the power of healing
fifteen hundred years of the Lothelecan were a true golden and protection are commonplace in even the smallest villages,
age — fifty generations of order and peace that had no parallel. and the crafting and sale of magic items is an integral part of the
And then in a heartbeat, the Empire fell. A century ago, an world’s economy. Even so, the wide array of cultures across the
arcane cataclysm destroyed Ulannor Mor and left a plain of world include peoples whose historical distrust of magic runs
black glass in its wake more than three hundred leagues across, deep, isolated areas of wild magic where the rules of
seeded with rubble and ash. Fifty million people are thought to spellcasting are broken and rewoven into something new, and
have died in the moment. Countless millions more died from whole territories where arcane magic simply fails.
epidemics, famine, and the collapse of governance across The development and use of nonmagical technology likewise
Lothela in the aftermath of the disaster. flourished under the Empire. Alchemy, clockwork, engineering,
The social and political shock waves of Ulannor Mor’s metallurgy, and many other fields experienced unheard-of
destruction spread quickly, and without the strength of its advancements as the Imperial peace engendered the sharing of
center, the web of Empire began to unravel. Local control in key knowledge and lore between formerly distant nations. Some of
territories was quickly reasserted, with the disruption of Imperial the greatest marvels of the present-day world are a product of
control leading to civil strife in many lands — and the nigh rarefied research in which the magical, alchemical, and
unthinkable reality of nations once more waging war on each engineering concepts perfected among different peoples
other. With the destruction of the Lothelecan, the order of the interconnected. These range from the alchemically powered
Lotherasien shattered as its heart and focus died. Attempts to firearms common in most parts of Isheridar to the much rarer
reestablish control of the Empire by recreating the master flying ships that ply the skies of far-flung lands, and which
council as an assembly of newly ordained national leaders failed performed the first successful circumnavigations of the world in
over a period of twenty years, as the millennia-old political fault the Imperial age.
lines over which the Empire had been built were once again Whether in settled territories, trackless wilderness, or the realms
exposed. Lands whose historical ambition for expansion had of nomadic or itinerant folk, literacy is widespread across the
been halted by the Empire were suddenly free to redefine the world, and has been since even before the Lothelecan. In cities,
scope of their nationalism. Smaller nations suddenly vulnerable towns, and larger villages, letterpress and lithographic print
to powerful neighbors felt that the Lotherasien had abandoned shops turn out news broadsheets, books of popular fiction,
them. And all nations in turn abandoned the Empire. histories, manuals, artistic anthologies, textbooks, and more. In
Some two decades after the destruction of Ulannor Mor came nomadic and sparsely settled lands, tales and legends, lore and
the event long since named the Dispersal of the Lotherasien, warnings might be most commonly shared person to person,
with the truth of what that day represents still unknown. Even but the recording of written knowledge for posterity and wider
with the ranks of the Imperial Guard depleted over years of dissemination is commonplace.
uncertainty, still some tens of thousands of elite warriors, Of equal importance to most folk, engineering dedicated to the
arcanists, lorists, healers, and more had remained in the service movement of running water and sanitation has long been the
of the fallen Empire — until every member of the Lotherasien norm in cities, towns, and well-organized villages, and
vanished to the last without a trace, and the Empire of the sophisticated agricultural practices produce bountiful herds and
Lothelecan was no more. harvests across the world. The healing arts are likewise well
advanced in Isheridar, with dedicated healers in even the
The Wondrous World smallest villages and hamlets well versed in the treatment of
body and mind through reasoned diagnostics, herbology,
The most extraordinary achievements of the world and its
alchemy, and surgery — with those healing skills often
peoples were all forged long before the rise of the Lothelecan.
augmented with magic for optimal effect.
But under the guidance of the Empire, those achievements
reached every part of the world, becoming known and used in
every land and culture. Since the dawn of the Imperial age, the The Age to Come
right to freedom of association, expression, industry, and living For all the advancements bequeathed to the world by the
was made the birthright of all sapient creatures within the lands Imperial age, and despite most of the world still holding tight to
of the Lothelecan. For the thousand years of full Imperial rule the stability of the Imperial peace, the people of Isheridar are
across all the world-continent, no war was fought on Isheridar. pressed on all sides by challenges — including many whose full
For fifteen millennia, the Imperial Guard enforced peace, threat is being reckoned only now, a century after the Empire’s
responded to natural disasters, and protected all folk from fall.
threats seen and unseen. And though that world is gone now, its Every part of the world-continent has been explored and settled
legacy endures even for many folk who chafed under Imperial to some degree, by worldborn, giants, fey, and other wondrous
rule — and even as the question of what new world will replace folk. Even so, much of the space between settlements and
the world that was lost remains to be answered. alongside the territories of nomadic folk remains unmapped
wilderness, home to animals and wondrous beasts that sapient
folk will never outnumber. Even more daunting than the ever- Empire’s plan all along, the separation of theology from political
present threats of nature in the wild places and frontier lands of rule slowly diminished the power of faith in most lands. But even
the world are the threats of true monsters, evil or otherwise. as fewer people engaged in worship of what became known
Oozes and monstrous arthropods, aberrations and undead across the Empire as “the old gods,” the culture and history
thrive in sparsely settled lands, and in the unseen spaces of represented by the old faiths often flourished in new ways.
towns and cities. And whether in wild lands, close-held villages
and farmsteads, or the most densely populated settlements, Myth and History
worldborn and other folk have always produced cults, brigands,
The number of faiths once part of the world are beyond
and villains ready to succumb to avarice, malice, or the
reckoning, and nearly every culture to have passed through the
corruption of fell magic, and seeking wealth and power at
world has had its own origin tales and creator faiths, its own
others’ expense.
deities and pantheons. Whether shaped from novel fears or
Fell magic is an ever-present and oft-unseen threat in its own yearnings, borrowed from conqueror cultures or conquered
right, whether found in ancient ruins, arcane workshops, or the peoples in periods of war, or plucked as threads from older
estates of gentry collecting eldritch relics whose true nature is forgotten histories, legends of the gods have ever endured.
unknown. Whether in the most remote wilderness or down a
The world has never had a universal cosmology of deities and
side street in a crowded city, ambient magical power can cause
their attendant churches, however, even before the age of
reality to fold in on itself and create spaces orthogonal to the
Empire allowed the faiths of the innumerable old gods to quietly
world. The hidden domains of the fey are the most common of
fade away. Where folk talk about the myths and histories of
these extradimensional worldly realms. But such fracture points
faith, they speak of the faith of their people, their nation, and
in reality can reach into realms of elemental power, cross over to
their culture, not of the world. As such, the details of different
the magical nonspace of the astral realm, or connect to places
faiths and the pantheons of the old gods are detailed in specific
shaped by raw magical energy — including the endless
regional settings, or are left to the GM to develop as part of a
extradimensional demesnes of the khimereans, legendary fiends
campaign.
said to dwell deep within the world.
The long history of the world reflects the beliefs of many
Campaign Handbook/Dimensional Realms peoples in deities and creator myths at different points in time.
But over a millennia-and-a-half of Imperial influence, faith and
The Ways of Faith belief underwent a subtle but profound change whose effects
Isheridar is a world without gods. Or if any gods are truly are still felt, and which sets out each character’s relationship to
present in the world, existing as more than symbol and myth, faith in the context of four broad modes of understanding.
they’ve shown no true sign of that presence through ten
millennia of recorded history. The legendary ages of the world- Gods and Heroes
continent can name countless deities, demigods, and higher There are no true deities in CORE20, and different aspects of the
powers said to have walked settled lands, held court in narrative foundation of the game (for example, the origins and
mountain temples, and shaped the formation of the world and nature of spellcasting and magic) reflect this. Isheridar has no
its peoples. The cultures of the worldborn, giants, fey, and more pantheons of gods dwelling on other planes. No metaphysical
each have their own long traditions of mythology and faith. entities spawned by the worship of sapient peoples and dependent
However, the gods of old don’t manifest in the world of the on that worship for survival. No gods and demigods walking the
game, allowing characters to make choices of faith and belief world in humanoid form for their own mysterious ends, no battles of
that are entirely personal, and never driven by otherworldly omnipotent immortals fought with mortal proxies, and no divine
whim. retribution laying waste to the landscape.
But all that said — your game is your game, and if you want to
Faith and Empire establish an alternative cosmology in which manifest deities
maintain strong ties to the mortal world and can act as holy patrons
The nation of Lothela was officially an atheist state by the time it
or unholy villains, you’re more than welcome to. The old gods of
began the economic expansion that defined the first borders of
Isheridar can easily be remade as living pantheons, or the familiar
the Empire of the Lothelecan. However, the fast-growing Empire
pantheons of other games and settings can be repurposed for a
had no mandate to erase the faiths of the people of its client
CORE20 campaign. Just bear in mind that part of the rationale for
states, and made no prohibition against personal belief or keeping the game a deity-free zone is to maximize the idea that the
public worship. As such, the folk of the Empire maintained characters (and by extension, the players) are the ones whose
whatever cultures of faith had long held sway in their lands, from decisions, choices, and sacrifices are meant to change the world in
the most devoutly monotheistic states, to cultures in which some way. And sometimes, having characters beholden to the
beliefs in personal and local gods made every family and village directives of immortals or obliged to respond to those immortals’
the shaper of its own pantheon. destructive behavior can make it feel as if the game is less about the
The Lothelecan’s only mandate was to see clear lines drawn heroes than about the deities who control them.
between faith and government, ensuring that religious doctrine
and dogma had no ability to shape law, justice, or the inherent
rights of sapient folk. Within a small number of newly-shaped
Faith of Self
“Faith of self” was the common term for the essential
Imperial territories, the Imperial Guard were called upon to
philosophy of life under the Lothelecan. For fifteen hundred
stand against priesthoods who fought to maintain the theocratic
years, the laws and morality of Isheridar were defined by the
autocracy long granted to them by control of their people’s
principle that no gods or mystical forces control the fate of the
faiths. But such conflicts were only distant memories by the time
world. Rather, the Imperial model maintained that the sapient
the last territories of Isheridar came under Imperial rule.
peoples of the world were ultimately responsible for their own
Whether as an inevitable by-product of the Imperial age, or destinies, and for shaping the future of the world as a whole.
whether such an outcome had secretly been a part of the
Even after the fall of the Lothelecan, the Empire’s essential With the fall of the Empire, many of the peoples whose faith
philosophical, legal, and political traditions still hold sway in endured most strongly in the Imperial age have used the old
much of Isheridar. To those who retain a belief in the Empire’s ways as a foundation for a new order. For some, the destruction
faith of self, the presence of magic in the world is an ever- of the Lothelecan is seen as divine retribution for the Empire’s
present proof of the nonexistence of gods. In the ages before refusal to acknowledge the supremacy of the true gods — which
the Empire, spellcasters might have claimed their power as a gift is to say, the specific narrow pantheon venerated by each group
of one god or another, with many spellcasters (animysts in of true believers. But even those groups taking a less
particular) tying their power to faith and believing that magic apocalyptic view have embraced the restored faiths of their
would be denied them if that faith ever flagged. However, the people, with worship of the old gods common in some lands,
firm establishment of spellcasting as an entirely worldly art — as and an animyst-based clergy at the center of political life.
well as the advances seen in that art over the Empire’s history — A character who believes in the manifest existence of the old
has long eroded such beliefs. gods and pays fealty to the clergy of those gods might base
Characters who follow the teachings of the Imperial age their most important decisions — or in some cases shape their
(whether consciously or by social default) are a clear majority in entire lives — on their perception of their gods’ plans for them.
the world. However, there is no standard moral code or For many, their devotion to one or more patron deities includes
common behavior among observers of the faith of self. Many an obliging belief that the Empire’s subtle suppression of faith
are altruistic, believing in the sanctity of sapient life and working was an attempt to destroy the gods of old using fell magic, and
toward goals that preserve and defend that life. But just as many that the destruction of the Empire was the price paid when the
are entirely self-serving, seeing in themselves the worthy old gods finally reclaimed their power.
successors of the Imperial power which the credo of faith of self At the same time, just as many characters define themselves by
forged. having broken away from the renewed zealotry of their
homelands, acknowledging their connection to the faith of
Culture and Creed family, clan, and tradition but wanting no part in a world in which
Throughout the Imperial age, even as their institutions of faith their freedom to make choices is curtailed by divine obligation.
weakened, folk continued to draw strength and succor from the A certain amount of such agnosticism is prevalent among many
heroes and legends of the past. However, even after the fall of folk dwelling in lands known for worship of the old gods, and
Empire, the deities who held sway over the world in millennia relatively few of such lands enforce the tenets of faith with
past are still considered myth in many nations. A farmer might anything like the dictatorial extremes of the religious oligarchies
maintain a shrine to the spirits of the land as a means of of the pre-Imperial age. Moreover, despite the resurgence of
demonstrating her unspoken connection to that land. A warrior the old gods in many lands, theists remain a clear minority
might invoke the name of a venerated hero of legend before across the world, and many characters observant of one of the
battle as they draw on their deepest reserves of strength and faiths of the old gods learn to treat their beliefs as a private
will. However, in neither case does this personal connection to matter while living or traveling in other lands.
myth and history connect to larger structures of faith. Nothing
resembling an organized national church or clergy exists in most The Age of Cults
lands of the world, whose peoples continue to shape their ethics In the long years since the destruction of Ulannor Mor marked
and morality according to their own needs and will, not any the start of the world’s transition from Imperial client states to
guidance from on high. independent nations once more, many people have come to
Characters who have adopted the common faith of one or more define a new vision of faith alongside the new political realities
cultures are not religious in any standard sense of the word. of the post-Imperial age. Across the world, thousand of new-
They revere the past and seek to draw strength and insight from faith cults have arisen, dedicated to understanding what forces
its legends and lore, perhaps even believing in a personal might have ended the Empire — and how those forces might
communion with that past’s heroic figures and gods. But they affect the future as it unfolds.
accept and acknowledge that the gods of old have always been Though cults are almost always known by their worst examples,
and will forever remain cultural myth, their power entirely so that folk often associate the word “cult” with corrupting
personal and symbolic. power and malevolent acts, most such groups are so-named
simply for their embrace of a faith with a singular and
The Old Gods unconventional focus. Those who create cults seek to explore
The Empire inspiring the movement of its client peoples away and reveal the details of unknown truths and mysteries, and to
from the old gods was never an act of forceful suppression. As understand the power promised by those truths. Most often, a
long as animyst orders, clan chiefs, governors, and others cult is established and thrives under the leadership of those who
claiming the right to rule by some god’s will kept the tenets of seek to unlock the secrets of the world in order to build a better
their faith separate from the codes of law that guided and world. But not all secrets can be learned safely — especially
protected all folk, the Imperial regents and the Imperial Guard those secrets seeded into the world by creatures intent on
showed full respect for those who kept the beliefs of their spreading corruption.
ancestors alive. As such, even under the separation of faith and Cults and their mysteries of faith can spring up anywhere, from
state under the Empire, many peoples held onto the old ways. the most populated cities to sparsely settled frontier lands.
Right down to the last days of the Lothelecan, the animysts of Some cults establish entirely new theological and philosophical
certain cultures venerated the old gods that their peoples had ground with their doctrines. Others break down and reassemble
worshiped for ten thousand years, praying to their patron deities elements of different old faiths, or are built on the foundations
for their spellcasting power — and quietly believing such power of knowledge forgotten under the Empire — or suppressed for
to be a boon granted solely by their gods, and which all other its dangers. Regardless of the specifics of their beliefs, though,
folk had stolen. many cults share the central tenet that the destruction of
Ulannor Mor heralded not just the fall of the Lothelecan but a machinations of gods and ultra-powerful entities manipulating
turning point for the world and its people. And with no Empire the flow of events from behind the scenes. The nature of the
to guide the next age of the world, many of those who embrace world of Isheridar is thus set up to feed this game narrative. The
the tenets of a cult believe that it’s up to them to learn the conflicts that fuel the stories of a campaign are driven by threats
secrets behind the Empire’s fall, and in so doing, to take control that might herald the end of peace and prosperity — and
of the world to come. against which characters must fight to determine what new
order will ultimately take the place of the old.
The Endlands Isheridar is a world filled with the potential for conflict, whether
“The Endlands” is a name not necessarily known to characters rooted in the political instability of the post-Imperial age, the
at the start of their adventuring careers. For that name was kept widespread presence of magic and the chaos it can inspire, the
secret by the Lotherasien and the Empire of the Lothelecan for mundane machinations of people coveting power at the
fifteen centuries, and only now does it make its way freely expense of others, or the reality of folk living in a world in which
through the world as a whisper of doubt, disbelief, or fear. monsters are very real. Across the lands of the former Empire of
the Lothelecan, leaders and lorists have long since come to
The fiends known as khimereans — the feral qhoragkri and the terms with a specific understanding of the conflicts facing the
depraved ubaizeth — were once creatures of the mortal realm, world, and how those conflicts might shape the framework of
but were driven into the depths of the world and vast the unfolding future.
dimensional realms locked into those depths when the life
energy of surface lands became toxic to them. [It will be clear to For fifteen hundred years, the Empire of the Lothelecan
most that khimereans are the devils and demons of d20 fantasy, established an era of peace and prosperity, magic and
given a new name and a new spin.] Worldborn and other advancement never before seen in history. But even more
sapient folk, animals and wondrous beasts, plants and fungi, importantly, over those fifteen centuries, the Empire and the
insects and slimes — every living thing in the world produces Lotherasien dedicated themselves to dealing with the most
the energy of life that fuels druidas and animys magic, and significant threats to order and peace across Isheridar. Now,
which eats away at the khimereans’ unnatural arcane life force to with the fall of the Empire, the world has shifted into a new
turn them into empty husks. order whose final form isn’t yet complete, and within which the
evils that the Empire once quelled and controlled have begun to
For untold millennia, the khimereans have lurked within their spread once more — requiring a new generation of heroes to
extradimensional domains, able to reach the surface only while face those threats.
protected by powerful magic, or to manifest in locations where
potent levels of arcane power make it safe for them to dwell for For fifteen hundred years, the Lotherasien secretly quelled the
a time. For the fifteen hundred years of the Imperial age, the Khimerean menace, holding back their threat of fell magic and
Lothelecan and the Lotherasien worked to suppress and shut ancient corruption. Throughout the age of Empire, powerful and
down points of contact between the world and the Khimerean ambitious figures who sought to escape the Lotherasien’s notice
realms, understanding that with limited ability to wreak havoc in had to go underground — in many cases literally, creating
the world themselves, the khimereans sought always to corrupt secret dungeon sanctums in cities and wilderness alike. For
and control the sapient folk of the world as proxies. One of the fifteen centuries, the Lotherasien sought out and destroyed
Empire’s subtlest tools in this fight was seeding a cultural corrupted magic and fell relics, hiding away any of that magic
understanding that the khimereans were mere myth — the one too powerful to be destroyed. They engaged in embassy and
element of a fantastical world that was too fantastical to be true. detente with the dragons, establishing unofficial accords that
In so doing, the Empire systematically destroyed or hid away all would see those great creatures agree to never threaten the
lore regarding the khimereans and their power, preventing the lands of the worldborn and other sapient folk — or to depart
folk of the world from reaching for and bargain with that power. those lands, as many did.
Through all their long history, the khimereans have never But the Lotherasien are gone now.
forgotten their time in the world, and they have ever yearned to Today, the dragons have long since begun to return to
stand in the clear air and gaze upon horizon and stars once worldborn lands. Lost relics of corrupted magic reveal
more. Thus do all khimereans hold tight to a dream of all themselves where the Lotherasien once hid them away, with
Isheridar being scoured by an arcane conflagration. Whether the many of those items possessed of a sapient malevolence that
cataclysm that destroyed Ulannor Mor had some connection to sees them yearn to corrupt new wielders. Ancient ruins and
khimerean power remains unknown. But the sight of the Black Imperial-age dungeons sealed and concealed by the forces of
Glass that now spreads where the great city and the lands of Empire are opening. And unchecked by the Lotherasien’s
Lothela once stood bears a horrifying similarity to the control, the whispers of khimerean power drift through the living
khimereans’ dream. For they whisper of the world-continent world once more, seeding corruption and malice intended to
destroyed and remade by hurricane and earthquake, ice and bring the fiendish dream of the Endlands one step closer to
fire, eventually leaving all the life of land, air, and sea turned to reality.
ash that will spread across a dead landscape. This is the world
For many folk, the fall of the Empire makes clear the need for
the Khimereans will rule once more, and which they call
new forces to take up the Lothelecan’s fight to keep the world
Nhar’zhoriith in their ageless Khthonic language — “The
safe from its worst threats. But for just as many, the fall of
Endlands.” The world that marks the end of life, the end of time.
Empire is the fall of despotism, and an invitation to rebuild the
The end of all.
world as it would have evolved if not for centuries of Imperial
oppression. Your character might have a natural inclination to
A World of Heroes one side of that dichotomy or the other. Or they might turn
One of the core attributes of CORE20 is the idea that away from both sides, focusing instead on their own needs and
adventures should always be rooted in the struggles of dreams, or the well-being of local homelands and kinfolk who
individuals as they react to fate and circumstance — not in the simply desire to be left alone.
Fiends Worldborn
Fiends are sapient creatures suffused with arcane power, often The worldborn are the twelve lines of sapient creatures whose
driven by wrath and a thirst for destruction. They are found in a cultures and migrations have shaped the world and its current
variety of forms, and channel unnatural innate magic. A few age of history. Dwarves and gnomes, elves, halflings, and
fiends such as achaierais, barghests, concubuses, and invisible humans, essaruks and orcs, goblins, hobgoblins, and bugbears,
stalkers dwell in the world. But the most powerful fiends are the kobolds and lizardfolk make up the worldborn peoples of the
legendary khimereans — the qhoragkri and ubaizeth — who world. Though worldborn have no innate magical power, the
dwell in dimensional realms deep beneath the surface of members of those lines have learned to channel magic in the
Isheridar. Khimereans manifest only rarely in the realms of the most powerful ways.
living, often at sites corrupted by arcane magic, or summoned
Chapter 3/Lineages (34)
by those who enter into fatal bargains to channel fiendish
power.
Giants
Giants are a towering folk whose cultures dominated the world
in ages past. All are known for their great strength, and many
channel powerful innate magic. The dominant giant lines are the
clohmads, fiirmars, hallaeks, rohkhads, wiirdhars, and
istruhmads, but even the less populous cyclopses, ettins, ogres,
and other giant kin can be found in all areas of the world.
Oozes
Oozes are mindless creatures shaped of protoplasm and viscous
fluids, and are often amorphous in form. They are mostly
subterranean, dwelling in caves, dungeons, and sewers, and
feeding on refuse, carrion, or creatures unlucky enough to get in
their way. Black puddings, gelatinous cubes, and ocher jellies
are among the most recognizable oozes.
Undead
Undead are creatures of other types who have died and been
animated to a semblance of life by necromantic magic. Many
undead are animated as mindless corpses such as skeletons or
zombies, with little or no additional undead power. Other
undead are transformed to specific new sapient forms
channeling dread natural or magical features, whether corporeal
creatures such as ghouls or wights, or incorporeal creatures such
as ghosts, specters, and wraiths.
Appendix A/Incorporeal (A5)
Wondrous Beasts
Wondrous beasts are creatures closely related to animals, but
which are defined by some kind of magical nature or unnatural
origin. They are often sapient and able to manifest innate
magic, but many show their unusual origins only in their curious
appearance or behavior. Some wondrous beasts are strongly
suspected to be the results of specific magical experiments
gone awry, including ankhegs, bulettes, and owlbears. Others
developed their unusual natures through long evolution in areas
of strange or corrupt magic, including basilisks, chimeras,
vocoeurs, and wurfrurs.
Wondrous Worldborn
Wondrous worldborn creatures represent a wide range of
sapient folk who possess unusual forms or capabilities, often
with a connection to magic. Many such folk can trace their
earliest histories to territories suffused with unusual magic that
shaped their evolution, from ayrluhkals to centaurs to minotaurs.
Others are thought to represent a more sudden and drastic
transformation of animal, wondrous beast, or worldborn
creatures in response to magical calamity or curse, including
doppelgangers, gnolls, and xyraasts.
differences and clear distinctions of dialect and accent. But they region and even clan to clan, and absorb numerous loan words
are widespread enough to be understood by all creatures who from neighboring regional languages.
know them, regardless of those creatures’ geographic origin. Draconic script features complex linear letterforms equally well
suited to ink, inscription, or engraving. In the latter two forms, it
Imperial is often written in relief, with outlines inscribed to allow letters to
One of the youngest of the world’s languages is also its most be readable as a tactile script.
widespread — Imperial, which became the de facto lineage
language of the human line as the common trade language of
the Empire of the Lothelecan. For the fifteen centuries that the
The Languages of Magic
Four languages are commonly associated with the three dominant
rule of the Empire connected all Isheridar, Imperial become the
spheres of magic — Celestial for animys magic, Draconic and Kiarlex
language of shared culture and commerce, and a secondary for arcane magic, and Druidic for druidas magic.
language learned by most citizens. Wide-ranging and open to
much variation, Imperial borrowed words and constructions Draconic is a wide-ranging language spoken by dragons, kobolds,
and lizardfolk, while Kiarlex is a sign language that originated
from hundreds of different regional cultures, with many of those
among the kobolds but has long since spread across the world.
linguistic elements spreading across the world-continent and
Both are well suited to recording and sharing arcane lore and
into common use. It’s not unusual for the folk of the Elder
spellcraft.
Kingdoms, Daegraleth, or Takriti in the far east to use Imperial
peppered with words and phrases of Lothela, Ilmar, or the Celestial is a dead language that combines spoken and signed
Dragonsea Reaches in the west, and vice versa, without ever lexicons, most commonly used by animysts and the rare sapient
celestial creatures who channel the raw power of life magic.
knowing or understanding the origins of those words.
Creatures of the World (157)
Imperial is a broad descendent of the Lothelan regional
Druidic is a secret magical language that can be signed or spoken,
language in ancient use across the lands where the Empire first
and that can be learned only by a character who channels druidas
arose, and where the Lothelecan remained centered before its
magic. Anyone can learn Draconic or Celestial with sufficient time
fall. In many of the lands around the now-ruined far-western
and effort, but no creature who doesn’t channel druidas magic can
realm of Lothela, Imperial is still referred to as Lothelan, even learn or understand Druidic, even with the help of other magic.
though that precursor to Imperial is now effectively extinct
except as a local language in isolated enclaves.
The Imperial alphabet is likewise a descendant of the now-dead
Dwargiir
Lothelan script. It underwent significant evolution in the first Often called Dwarven or Dwarvish by those who don’t know it,
centuries of the Empire, expanding and standardizing as Dwargiir is the spoken language of the dwarves. In common use
hundreds of local languages adopted Imperial script as an across countless dwarf cultures, Dwargiir features many regional
alternative written form. During that period, Imperial script was variations of dialect and a standard runic alphabet. It can also be
altered by design to be usable as a tactile script as well, written using a stylized variation of the Imperial alphabet,
adopting tight angles and clear letter styles whose embossed created during the height of the Empire to facilitate an easier
forms can be read as easily by touch as by sight. mode of writing on parchment, as opposed to the stone and
metal for which the dwarf runes were created. The blocky
letterforms of Dwargiir’s runic alphabet have long seen it used
The Common Cant as a tactile script, though the subtleties of its inscribed form can
In the Elder Kingdoms, the Imperial language was contemptuously be difficult to master.
dubbed “the common cant,” as the people of those last lands to
join the Lothelecan fought against Imperial assimilation for
centuries. In the aftermath of the Empire’s fall, many cultures and
Essar
nations that name the Lothelecan a force for tyranny have adopted Essar is the spoken language of the essaruks, and is just as
that epithet. At the same time, though, the peoples of those lands commonly called Essaruk by other folk. The countless regional
continue to use Imperial for the advantages it lends to trade, and to dialects that make it up are built around an older language and
avoid the need to translate fifteen hundred years of shared science, a logographic script system that is related to Orcishna, but
philosophy, history, and literature from across the Empire. whose origins are lost to time. Under the Empire, the essaruk
realms adopted the Imperial alphabet to create a phonetically
scripted version of their language, which remains dominant in
Draconic trade and mercantilism but is seldom used for history, poetry,
The language of dragons is known innately by all those great literature, and other creative enterprises.
creatures, despite the absence of any unified culture among
their kind. As a product of the thought processes of inherently
magical creatures, Draconic long ago also became the de facto
Gnomyha
spoken and written language of arcane magic, and has been The spoken language of the gnomes (most commonly called
used by arcanists for millennia to codify and record their studies Gnome or Gnomish by folk not fluent in it) bears a similarity to
and spellcraft. A lack of cultural shift and linguistic pressure the Dwargiir language it is related to, but can’t be understood
means that the arcanist variant of Draconic is effectively a dead by creatures fluent only in Dwargiir. Gnomyha’s countless
language, making it especially suitable to magical description dialects all use a consistent alphabet derived from Dwargiir runic
but more difficult for expressing concepts outside the scope of script, but rounded for use on parchment and paper. Gnomyha
magic. features a relatively large degree of regional and cultural
variation, such that the farthest-separated gnome cultures have
The Draconic language as known among kobolds and lizardfolk speech and writing that can be easily understood only by the
consists of variant dialects that can trace their way back to those scholars and polymaths of each folk.
lineages’ connections to dragons in their earliest histories.
These lineage-specific versions of Draconic vary from region to
for incorporating more lip- and mouth-reading into its linguistic arcane casters, though no knowledge of magic is necessary to
markers than many sign languages. use Spellsign, and it remains less popular than Kiarlex for
recording magical lore.
Ilaeratha
Ilaeratha is thought to have originated among the wood elves of Special Languages
the east, born from the village sign languages of isolated In addition to the regional languages, lineage languages, and
enclaves with strong populations of deaf folk, and evolving to sign languages in common use among the various worldborn
create a rich language that could reflect both the beauty and lines, a number of other languages can be found across
the silence of the elves’ great forest realms. Used by and Isheridar. Most special languages are rare, and predominantly
evolved among elven folk and cultures across the world, used by even rarer creatures. Some have connections to magic,
Ilaeratha is known for its delicate and complex hand and finger the forgotten past of the world, or realms beyond the material.
movements, and for its close grammatical relationship to written And many feature a combination of signed and spoken forms
and spoken Ilvani. that can be used independently or combined as a single mode
of expression.
Imperial Sign
Over the same centuries in which the Imperial trade language Aquan, Auran, Ignan, and Terran
evolved from the older languages of Lothela, a sign language Elementals and other creatures use four languages built around
common in that region was chosen to be a standard nonspoken both sound and movement-based signing, all of which have an
language of the Empire, and named Imperial Sign. The innate magical connection to elemental power. Aquan is used
development of Imperial Sign was driven by a number of deaf by creatures with a connection to elemental water, Auran by air-
members of the Imperial court of those days, and popularized connected creatures, Ignan by fire-connected creatures, and
by its use among the ambassadors of that court and the soldiers Terran by earth-connected creatures. Those names are the
of the Imperial Guard as they traveled across the world. Focused Imperial descriptives given to the four elemental languages,
on hand movements and finger signs, Imperial Sign is commonly which are all unique among languages in having no word to
used in all former lands of the Lothelecan. describe themselves.
Aquan, Auran, Ignan, and Terran are magical in nature and
Kiarlex inherently learned by any elemental creatures who know them.
Thought to have originated in the oldest underground realms of The cultures and societies of those creatures (at least in the
the kobolds, Kiarlex is built on a complex morphemic structure sense that the mortal lineages treat such things) are largely
in which simple symbols are built into words that function as full monolithic, creating very little evolution and drift in the
sentences. Like many aspects of kobold culture, Kiarlex is said to elemental languages. The single exception to this is Aquan,
have been first taught to those folk by dragons, and many which has also long been used as a universal language of trade
contemporary dragons use it — especially those who travel and common culture by merfolk, aquatic elves, locathah,
among other peoples in worldborn form. Like the spoken sahuagin, and other peoples of the world’s seas, and which has
Draconic language, Kiarlex is closely associated with arcane developed countless dialects and regional variations among
magic, and has long been used to record and share magical those folk.
theory and spellcraft.
The expressive version of each elemental language is unique,
and speaking or signing one language lends no ability to
Mairnash understand or communicate in one of the other elemental
Created by the dwarves, this sign language was first known in languages. When written, however, all these language use a
predominantly dwarven lands and subterranean realms within similar orthographic script system involving thousands of
the sphere of dwarven trading. It incorporates broad different sigils, so that a creature able to read one language has
movements visible at a distance, features an especially rich a partial understanding of the written form of the others.
vocabulary relating to art and crafting, and has deep
connections to extensive traditions of visual storytelling. Celestial
Mairnash can be written in Dwargiir runes or the Imperial script
Celestial is a mundane but mystically flavored language tied to
adopted for spoken Dwargiir, allowing relatively easy translation
the practice of animys life magic, and claimed by many pre-
of signed, spoken, and written works.
Imperial cultures to be a language of the old gods. A scholarly
and dead language, Celestial has difficulty expressing many
Norlhen real-world concepts, and is learned most often as a means of
The goblins are said to have had a rich sign language that translating historical and religious texts. Additionally, a number
predated the first writing in the oldest root languages of spoken of rare sapient creatures are said to know Celestial innately as a
Golbrhen. The rich lexicon of Norlhen has absorbed much from product of channeling the raw power of life magic, and to use a
the various dialects of Golbrhen over centuries, making it a signed version of the language that remains all but unknown in
popular option for communication between golbrhenee folk the world.
whose accents and idioms render their own individual versions
of spoken Golbrhen difficult to parse. Druidic
The language of the druidan is a secret magical language that
Spellsign can be learned and understood only by characters with the
Spellsign is known for the complexity of its predominantly Spellcaster (druidas) feat, as its eldritch nature involves a kind of
finger-based signs, and for the speed with which those complex collective unconscious understanding threading through all
signs can transmit information. Its symbolic roots have living things. Nonwritten Druidic is a combination of signed and
connections to the complex somatic components used by spoken components, either of which can be used independently
for full fluency, and with those signs making use of movement and cultures touched by Khimerean corruption or conquest. It is
patterns that tie to the traditions of crafting druidic talismans. built around signed and spoken components, and can be fully
Druidic’s connection to magic means that its signs, sounds, and used in either mode. When written, Khthonic uses a wide range
written patterns often change even when repeating the same of related but subtly different scripts and symbologies, making it
concepts, creating a kind of cipher that can’t be understood or one of the hardest languages to fully master.
translated by any creature not fluent in Druidic — even with the
use of magic such as comprehend languages.
Codes and Cants
Magic Grimoire/Spells (ch. 1) In addition to any widespread languages they know, characters
might invest time and effort into learning mundane secret
Ethos Cant languages in either spoken or signed form, commonly known as
cants. Such coded languages are popular among thieves’ guilds,
Characters who channel a chosen ethos into a source of magical
societies of assassins, secret military orders, and other organizations
power can automatically speak an Ethos Cant — a magical whose members need to engage in open communication without
language that connects all creatures magically bonded to the revealing the details of what is being spoken, signed, or set down.
chosen ethos. Each Ethos Cant is built on verbal and sign One cant might be relatively widespread, as with a thieves’ cant
components, and can be freely spoken using one, the other, or studied by the members of a powerful thieves’ guild spread across
both modes. It has no written form, though its verbal and signed multiple nations and hundreds of cities. Another might be known
presentations can be approximated and written down using only to a single battalion of elite soldiers with a dire need for
other languages and scripts. Only creatures who have taken the secrecy.
Driven Ethos feat for the appropriate alignment component can Using a code or cipher to conceal information in a written message,
understand an Ethos Cant. You can take Learn Language only or employing simple code phrases or word substitution in speech or
once for an Ethos Cant, reflecting that it has no variations or signing, is a different and simpler process than using a cant, and is
dialects, and isn’t usable for exchanging complex information. typically handled by Investigation skill checks. A cant is a complete
Chapter 10/Driven Ethos (376) language, whether created by usage over time (for example, a
specific cultural group employing secret slang that eventually
When you use an Ethos Cant, creatures who don’t share your evolves into a de facto language all its own) or crafted for specific
ethos can’t understand your speech or signs, translate it, or purpose. Cants are typically built around the grammar of existing
recognize what ethos it is associated with, even with the use of languages, both spoken and signed, but are drastically modified by
magic such as comprehend languages. complex substitutions, words and syntax borrowed from other
languages and given different meanings, the creation of a complete
Magical and Natural dictionary of artificial words and phrases, and other convoluted
linguistic measures.
Druidic and the various Ethos Cants are magical languages by virtue
Chapter 6/Investigation (126)
of their connection to the life magic threading through the world,
which makes them impossible to use or understand by creatures not Learning a cant takes as much effort as learning any other language,
tied in to that magic. However, the ability to speak, sign, write, or represented by the need to invest 1 feat slot in Learn Language for
understand one of these languages remains a natural feature built the cant. But once a cant is learned, a character speaking, signing,
on a creature’s intrinsic understanding of magic. As such, that ability or writing in that cant can pass on information that is unknowable to
can’t be dispelled, doesn’t radiate magic to a detect magic spell, anyone not fluent in the same cant, or without the use of magic such
and functions in an antimagic field and similar effects. as the comprehend languages spell. A character can’t make an
Investigation check to glean information from speech, signing, or
writing in an unknown language unless they are familiar with a
Giant related language — and cants are typically designed so as to be
The archaic language of the long-fallen titans who were the first related to no other languages.
nondraconic rulers of Isheridar is the baseline on which the Magic Grimoire/Spells (ch. 1)
contemporary language of the giants is built. Each giant lineage To learn a cant, a character must have access to someone willing to
has its own dialect of this communal spoken and signed teach the cant, or a good amount of recorded material making use
language, as do ogres, trolls, and many other folk whose culture of the cant with appropriate translation. As a rule, however, those
is at least partially defined when they were subjugated by the who employ a cant go to great lengths to ensure that knowledge of
giants millennia ago. Each dialect has its own name, and all the cant is never shared.
feature huge numbers of geographical and cultural variations
that often complicate the difficulty of understanding or
translating Giant. Likewise, the written versions of the languages
Sylvan
of the various giant lineages employ distinct but related scripts. Sylvan is a magical language known innately by all fey creatures,
and which is often learned by other creatures who dwell near fey
Khthonic realms. It features numerous variant dialects of speech and
signing spread among the various lineages of the fey, but the
The native language of the khimereans comprises dozen of magical nature of the language means that fey can easily
dialects, all sharing a common lost root language. Those understand each other. Other folk communicating with or
dialects are used by specific types of fiends and followers of translating the fey typically have more difficulty, and non-fey
distinct philosophies and political orders, and are sharply creatures whose native language is Sylvan often employ
divided by ancient lines that divide the khimereans into the strangely flavored variants of the language. Moreover, fey must
qhoragkri and the ubaizeth. However, knowledge of qhoragkri often use complex constructions when describing objects and
Khthonic typically allows a creature to understand ubaizeth events not of the fey realms.
Khthonic, and vice versa.
The written form of Sylvan is known instinctively by all Sylvan
In addition to its use by Khimereans and other fiends, Khthonic folk — even those who have never had reason to read or write it.
has long been a common language among subterranean folk
Language Feats
The following feat grants a character fluency and special insight
into the languages used in the campaign.
Learn Language
Through study and training, you master one of the countless
languages of the world.
Prerequisites: —
Benefit: You learn a new language, which you understand in all
its local everyday forms. When you learn a language, you can
partially understand other languages related to the language
(including complex, scholarly, or archaic forms) as the GM
determines.
A character who takes Learn Language (Ilvani) knows how
to speak, understand, read, and write the common form of
the Ilvani language. But the character would have trouble
understanding nonlocal dialects of Ilvani, and reading
archaic or scholarly Ilvani texts.
A character who takes Learn Language (Imperial Sign)
understands how to sign with that language as it is used in
the area where they learned it. But traveling far afield into
other former territories of the Empire might bring them into
contact with slightly different dialects of that language,
making it more difficult, though never impossible, to
communicate.
Starting Languages: A starting character gains three bonus feat
slots with which to take Learn Language, typically using those
feat slots to learn Imperial, the character’s regional language,
and the character’s lineage language. A player can work with the
GM to have their character gain an additional bonus feat slot to
take Learn Language if doing so fits the character’s story.
Chapter 4/Backgrounds (70)
Mastery: You can take a first instance of this feat multiple times.
Each time you do so, you take it for a different language.
You can take this feat up to three times for a chosen language.
Each time you do so, you increase your ability to understand,
translate, or communicate in the chosen language.
Fluency and Language sidebar
Feat Slot Cost 1 2 3
Times Taken 1 2 3
the game talk about needing to end your movement in an open fast jogging pace — about 8 miles per hour for a creature with a
space, including effects that let you teleport. speed of 30 feet. A creature who runs at 3 × their speed moves
at a fast long-distance running pace — about 12 miles per hour.
Appendix A/Teleportation (A7)
A creature who runs at 4 × their speed moves at a fast sprinting
pace — about 16 miles per hour for a creature with a speed of
Tactical Map 30 feet.
A tactical map is a large-scale map — either a prepared
Chapter 6/Endurance (118)
cartographer’s map or an impromptu map prepared by the GM —
divided into squares that represent 5 feet of distance. As the name
suggests, a tactical map can be useful for encounters where precise Tactical Map — Half Speed
positioning is important to the characters’ tactics, whether the [All of the “Tactical Map” sidebars will eventually have useful
encounter is a full-on battle with a pack of ghouls in a nighttime graphics to go with them.]
graveyard, or a social encounter where the movement and position
If a creature has a speed not evenly divisible by 2, that creature’s
of NPCs is important to a party’s goals.
movement at half speed (from crawling, shifting, difficult terrain, and
When playing out encounters without a tactical map, the players so forth) doesn’t convert easily to movement on a tactical map. For
communicate information regarding their characters’ positions while example, a goblin with a speed of 25 feet (5 squares) who shifts or
the GM tracks the movement of foes, NPCs, and other creatures. moves through difficult terrain moves 2.5 squares.
When movement issues arise (including questions of whether an
This uneven movement can be accommodated by having creatures
enemy can move far enough to attack a character, or vice versa), the
round their half-speed movement down, then use the remaining half
GM and the players discuss and resolve such issues. All the rules in
square of movement for their next move, if applicable. So the goblin
this book are written for encounters that play out without a tactical
above could shift 2 squares or move through 2 squares of difficult
map, and the Campaign Handbook has more information for the
terrain with one move action, then make the same type of
GM about running games this way.
movement for 3 squares with their next move action (either on the
Using a tactical map allows movement in a location to be directed same turn or in their next turn). A creature loses any unused
with more precision, but a tactical map doesn’t need to be used for movement if they don’t make the same type of reduced movement
every location or encounter. Some groups like to use a tactical map as their next move.
only for climactic encounters, or for encounters taking place in a
location with complex environmental features. But just as many
groups like to use a tactical map for all locations, because being Other Speeds
able to perceive a location in detail and move miniature figures or Creatures who have a burrowing speed, a climbing speed, a
tokens within that location helps bring an encounter to life. flying speed, or a swimming speed can move at their full speed
Throughout this book, a number of “Tactical Map” sidebars like this for that mode of movement, and don’t usually make skill checks
one present optional rules for playing out scenes and encounters on for that movement. A creature without a climbing speed or a
a gridded map. swimming speed can climb or swim at half their speed, and
usually needs to make Acrobatics or Endurance checks to do so.
Walking Chapter 6/Acrobatics (110); Endurance (118)
A creature can move their speed as a move action. This full You can’t fly without having a flying speed, which specifies how
move is the most basic part of tactical movement, and is the fast you can move, whether you can hover, and whether you can
movement that your character will most often make while the run while flying. Certain spells and magic items can grant
game is in initiative. A full move is often accompanied by a creatures a flying speed.
standard action — making an attack, casting a spell, activating a
Aerial Movement (172)
magic item, and so on.
Chapter 6/Run (118)
A creature who gives up their standard action to take a second Magic Grimoire/Spells (ch. 1) • Magic Items (ch. 2)
move action can make two full moves equaling twice their
A creature can’t burrow without having a burrowing speed,
speed. A creature who moves twice each turn is moving at a
which specifies how fast they can move and whether they can
quick walking pace — just over 4 miles per hour for a creature
leave a tunnel behind them when burrowing. Most creatures
with a speed of 30 feet.
with a burrowing speed can move only through dirt and other
soft substances, but some can burrow through rock and solid
Shifting stone. Certain spells and magic items can grant creatures a
As a move action, a creature can shift at half their speed to burrowing speed.
allow them to focus on things other than moving. Shifting Just as a character moving along the ground might make an
instead of making a full move allows you to avoid opportunity Acrobatics check to move through a maze or an area of difficult
attacks that would otherwise be provoked by your movement. terrain at full speed, a creature with a burrowing speed, a
(You can still trigger opportunity attacks for things you do while climbing speed, a swimming speed, or a flying speed might
you’re shifting, such as casting a spell or making a ranged need to make skill checks to cover complicated movement or
attack.) Shifting also lets you make more than one attack on your moving while avoiding hazards.
turn if you have the ability to do so.
Chapter 9/Multiple Attacks (296); Opportunity Attacks (299) Crawling
As a move action, a creature can crawl to move along the
Running ground, usually either because they can’t stand up or because
When a creature uses a move action to make a full move, they they’re trying to avoid danger or stay unobserved. A creature
can increase their speed by making an Endurance check to run crawls at half their speed.
as they move. A creature who runs at 2 × their speed moves at
While moving minute-by-minute, a creature can run to increase TERRAIN AND OVERLAND MOVEMENT
their speed by ×2 or ×3 with a successful Endurance check.
Terrain Road Trail Trackless Example
Chapter 6/Endurance (118) Caverns ×1 ×1/2 ×1/4 Natural caves, tunnels,
passageways
Overland Movement Desert
Forest
×1
×1
×1/2
×1
×1/2
×1/2
Badlands, sandy wastes
Arboreal forest, rainforest, jungle
Characters covering long distances across open ground,
Hills ×1 ×3/4 ×1/2 Gentle rolling slopes
whether outdoors or in large underground cavern complexes,
Marsh ×1 ×3/4 ×1/2 Bog, swamp
use overland movement, measured in miles per hour or miles
Mountains ×3/4 ×3/4 ×1/2 Steep rocky slopes
per day. For traveling long distances or for reckoning distances
Plains ×1 ×1 ×3/4 Grassland, meadow, cultivated
between settlements and landmarks, overland movement is
farmland
often measured in leagues.
Scrubland ×1 ×1 ×3/4 Moors, tundra, rocky lowlands
Many Leagues to Go sidebar (166) Snow ×3/4 ×1/2 ×1/4 Seasonal, glaciers, frozen wastes
A day’s travel consists of 8 hours of travel time plus breaks and A road is a relatively smooth course suitable for foot, mounted,
resting as needed, but an all-day overland movement rate isn’t or large cart and wagon traffic. In settled lands, many roads are
simply a character’s hourly movement rate multiplied by 8. paved or graveled to prevent erosion and limit washouts and
Rather, all-day overland movement represents the distance a areas of mud in bad weather. In rural areas, the GM might treat
character can cover on a map in 1 day’s travel. It takes into roads as trails for the purpose of determining overland
account the typically twisting course of most roads and trails, movement rates.
the conditions of those roads and trails, hills, weather, the need
to occasionally push through difficult terrain (a shortcut through A trail is narrow track typically wide enough only for foot traffic,
a forest, a road reduced to mud by recent rain), and so on. mounted traffic, and the smallest carts and wagons. Movement
along a trail is slower than on a road because trails typically
Difficult Terrain feature more frequent stretches of difficult terrain, including
It’s possible to run at overland movement rates with a successful mud, washouts, fallen trees, and so on.
Endurance check, with a maximum increase to your speed of ×2. Trackless terrain includes any wild area with no trails or roads.
The changing nature of overland terrain (a combination of open Such terrain might feature paths made by worldborn or animals,
roads and slower grasslands, moving through occasional but such paths are useful only for guidance. They don’t increase
patches of difficult terrain, through a mix of clear trails and the speed at which a creature can move.
rough forest, and so forth) means that the GM typically calls for
Endurance/run checks each hour, with varying DCs.
Extended Overland Movement
Chapter 6/Endurance (118) In a typical day of overland movement, a creature is actively
moving for approximately 8 hours. The rest of the daylight time
Pursuit and Escape is spent making and breaking camp, resting, and eating.
When comparing two creatures’ speeds during a scenario in which A creature can travel for more than 8 hours in a day, but doing
one creature is being pursued by another, it’s impossible for a slow so takes a physical toll. For each hour of marching beyond 8
creature to get away from a determined fast creature. Likewise, it’s hours, the creature is weakened until they finish a long rest. A
no problem for a fast creature to get away from a slower one unless creature already weakened and at a d12 bane when they are
external factors affect the speed of one creature or another. weakened in this way instead takes a −1 penalty to their critical
When two creatures are moving at the same speed during a points.
relatively short chase, both make opposed Endurance/run checks to
determine who is the faster during the chase. If the creature being Chapter 9/Hit Points (252)
chased wins, they escape. If the pursuer wins, they catch the fleeing Appendix B/Weakened (A12)
creature. At the GM’s determination, a creature carrying an exceptional
Sometimes a chase occurs overland and could last all day, with the amount of weight (including a mount bearing a rider, or a pack
two sides only occasionally getting glimpses of each other at a animal bearing gear) is weakened every half hour of extended
distance. In the case of a long chase, the GM determines how often overland movement.
Endurance checks are made (typically once per hour).
Chapter 6/Endurance (118) Mounts and Vehicles
Characters traveling on horses and other mounts or in vehicles
Terrain pulled by draft animals use the overland movement rates for
those mounts or vehicles.
The terrain through which a character travels affects how much
overland distance they can cover in an hour or a day. When
moving through terrain of certain types, the distance traveled is
reduced as indicated.
Overland Movement
Mount (carrying load)/Vehicle Speed Miles Miles
Per Hour1 Per Day2
Light horse or light warhorse3 60 6 30
Heavy horse or heavy warhorse3 50 5 25
Pony or warpony3 40 4 20
Donkey or mule3 30 3 15
Dog, riding3 40 4 20
Cart or wagon 30 3 15
1. Hourly overland movement rates represent straight-line distance
along open trails and roads on flat or low-grade terrain. Travelling in
more challenging terrain can limit overland movement.
2. Daily overland movement rates represent distance traveled on a map,
and reduce the rate of “straight-line” travel to factor in terrain
conditions, weather, elevation and grade, and other factors.
3. Movement rate for an unladen mount, carrying only a single
appropriately sized rider with light armor or no armor, and minimal
gear. A laden mount — including one carrying excessive gear or a
rider in medium or heavy armor — has its overland movement rate
reduced by half.
Watercraft
Unlike for creatures moving on land, the water-based movement
of ships, boats, and other watercraft calculates daily open-water
movement rates as hourly open-water movement rates
multiplied by the number of hours over which a watercraft can
move.
For rowed watercraft, a day’s travel represents 10 hours of
rowing. For a sailing ship, a day represents 24 full hours as a ship
sails through the day and night. If a ship can’t travel by night, its
speed drops accordingly.
Open-Water Movement
Watercraft Miles Miles
Per Hour Per Day1
Barge (poled or towed)2 3 30
Canoe2 4 40
Canoe, outrigger (paddled) 5 50
Canoe, outrigger (sailed) 5 120
Keelboat (sailed)2 4 40
Longship (sailed) 8 190
Longship (rowed) 4 40
Rowboat2 4 40
Sailboat 5 120
Sailing ship (slow)3 2.5 60
Sailing ship (average)3 4 90
Sailing ship (fast)3 5 120
1. Maximum open-water movement rate, based on hourly movement
rate multiplied by 10 hours for rowed craft or 24 hours for sailing ships.
2. Barges, canoes, keelboats, and rowboats are used on lakes and rivers.
If going downstream, increase speed by 3 miles per hour to account
for the current. These vehicles can’t be rowed against any significant
current, but they can be pulled upstream by draft animals on the
shore at 3 miles per hour.
3. Smaller coastal craft or deep-water ships fully loaded with cargo
typically travel at a slow speed. Ships loaded with relatively light cargo
(including passenger ships) travel at an average speed. Empty cargo
ships, warships, and courier or exploratory ships typically travel at a
fast speed.
Aerial movement is three-dimensional, and requires that each Calculating the exact distance of a creature who is both away from
creature track their height in addition to their position. you and above you requires using the Pythagorean theorem, which
states that the linear distance is the square root of the horizontal
A creature’s flying speed is the speed at which they move more distance squared + the vertical distance squared. But you can
or less horizontally — no more than 45 degrees up or down. If approximate the distance much more easily by taking the longer of
ascending at an angle of more than 45 degrees, a creature’s the horizontal or vertical distance and adding one-half of the shorter
flying speed is halved. If descending at an angle of more than 45 distance.
degrees, a creature’s flying speed is doubled. A warrior on the ground makes a shortbow attack against a
A creature with a flying speed can make an Endurance check to wounded and fleeing wyvern, hoping to drop the predator before
run while flying, with a DC determined by the GM based on they get out of range. At the moment of the shot, the wyvern is 60
wind conditions and surroundings. Flying at speed in open air in feet away from the warrior and 30 feet in the air, giving an
good weather is relatively straightforward. Flying at speed in a approximate distance between them of 60 + 15 = 75 feet —
windstorm or while darting through treetops is more difficult. within the shortbow’s normal range of 80 feet.
Some magical flying effects limit the maximum speed that can
be attained by running.
Creature Compendium/Flying Creatures
Movement Feats
The feats in this section allow a character to improve their base
movement or expand their movement options.
Where a feat appears with only a cross-reference to another
section, that feat is relevant to movement but has its full write-
up in that other section.
Controlled Fall
You twist in midair to land upright and reduce the impact of a
deadly fall.
Prerequisites: Dexterity 13+.
Chapter 2/Ability Scores (29)
Benefit: As long as you are not immobilized, restrained, or
unconscious, you treat any fall as if you had intentionally
jumped. You have advantage on Acrobatics/agility checks to
reduce the damage you take from a fall, and you don’t go prone
when you land unless you take enough damage from the fall to
leave you dying.
Chapter 6/Acrobatics (110)
Appendix B/Conditions (A8)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Fast Movement
You move at a fast pace both in and out of combat.
Prerequisites: —
Benefit: Your speed increases by 5 feet.
Mastery: You can take this feat three times, increasing your
speed by a maximum 15 feet.
Feat Slot Cost 1 2 3
Times Taken 1 2 3
Repositioning Strike
Your well-timed movement gives your ally the opportunity to
improve their position.
Chapter 9/Combat Style Feats (303)
Swift Stand
You have an instinct for quickly reorienting yourself when
upended.
Prerequisites: Strength 13+.
Benefit: When you are prone, it costs you 5 feet less movement
than usual to right yourself.
Appendix B/Prone (A10)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Righting From Prone (168)
Unfettered Movement
Your intrinsic knowledge of your terrain allows you to move
freely within it.
Environment and Terrain Feats (178)
a creature must succeed on a DC 15 Endurance/subsist check at Damage from falling is applied to defense points first as usual,
the end of each long rest or take 1d4 necrotic damage and be allowing a creature to roll with the fall or cushion the impact just
weakened. A creature with no access to food automatically fails as they would roll with a blow in combat. However, a falling
the check, and takes the damage to their critical points even if creature who is immobilized or unconscious has no opportunity
they have defense points remaining. to cushion their fall, applying all damage to their critical points
A creature with insufficient food and water must make an even if they have defense points remaining.
Endurance check for both. A creature weakened by thirst or Appendix B/Conditions (A8)
starvation can’t have that condition negated by any effect until
A hobgoblin scout climbing high along a cavern wall is
they have access to food and water again.
picked off by a drow sentry’s arrow coated with drow
Smaller and larger creatures require proportionally more or less poison. A failed saving throw against the poison causes the
water and food, as noted on the table. scout to fall unconscious and drop to the cavern floor 30
feet below. If the scout had been conscious, they could
WATER AND FOOD MINIMUM REQUIREMENTS have twisted while falling or tumbled when they hit to let
their defense points soak up some of the damage. But
Creature Size Water per Day1 Food per Day1 being unconscious means the fall deals 3d6 bludgeoning
Fine —2 —2 damage applied to the scout’s critical points.
Tiny 1/8 gallon 1/4 pound
Small 1/2 gallon 1/2 pound
Intentionally jumping down from a height deals damage in the
same manner as a fall. However, when you jump and drop only a
Medium 1 gallon 1 pound
short distance, you have a chance to control the jump with an
Large 8 gallons 20 pounds
Acrobatics check, potentially reducing the damage.
Huge 20 gallons 100 pounds
Gargantuan 50 gallons 250 pounds Chapter 6/Acrobatics (110)
Colossal 100 gallons 500 pounds A relatively short fall or jump onto a yielding surface such as soft
1. Certain creatures have the ability to consume large amounts of water ground, spongy undergrowth, or mud might reduce the
and food, then subsist on those stores for long periods. effective height of the fall by 10 feet or more, at the GM’s
2. Most Fine creatures can survive on negligible amounts of water and determination.
food.
Your familiarity with a chosen terrain lets you make full use of Mastery: You can take this feat multiple times at a cost of 1 feat
even minimal cover. slot. Each time you do so, you take it for a different chosen
terrain.
Prerequisites: Favored Terrain (chosen terrain) ×1, Skill Focus
(Stealth) ×4.
Ruins, Urban, or Warded?
Chapter 6/Skill Feats (148) The distinction between ruins, urban, and warded terrain as it relates
Benefit: While you are in the chosen terrain, you have to citadels and fortresses depends on the occupants of a particular
advantage on Stealth/hide checks. Additionally, if you have location, not on the construction or age of that location. A ruined
fortress taken over by an organized gang of smugglers is treated as
sufficient time to plan out or create a hiding place (as
warded terrain, while the king’s palatial summer retreat might
determined by the GM), you can treat any cover or concealment
become ruins terrain after being abandoned when a host of
provided by natural features of the chosen terrain as total cover
monstrous spiders is accidentally summoned by the royal vizier. If
or total concealment, meaning sighted creatures can’t see you
the encounters in a specific interior location are predominantly
even without you making a Stealth check. organized along military lines (guards or soldiers at specific posts or
Chapter 6/Stealth (140) on patrol, all with specific orders for the handling of intruders), treat
the terrain as warded. If the encounters are predominantly random
Mastery: You can take this feat multiple times at a cost of 1 feat (different creatures all hostile to intruders, but not working together
slot. Each time you do so, you take it for a different chosen in an organized fashion), treat the terrain as ruins.
terrain.
Any location with a localized population greater than 1,000 is
automatically treated as urban terrain. However, within that urban
Favored Terrain terrain, there might be localized ruins or warded areas. For example,
Your familiarity with the terrain around you gives you an edge a sprawling city (urban) might contain a palace or keep (warded) and
against those you hunt. a burned-out marketplace now haunted by undead (ruins). Likewise,
the smaller farming communities that typically surround a city use
Prerequisites: Skill Focus (one of Dungeoneering, Nature,
the terrain determined by the local landscape if their individual
Perception, or Stealth) ×1. populations fall below the small town threshold.
Benefit: Your specialized survival training gives you an edge in
familiar terrain. Select a terrain from the table below. You have
advantage on Dungeoneering, Nature, Perception, and Stealth
Trackless Step
checks when using these skills in the chosen terrain, and you You can pass through familiar terrain and leave no trace of your
have advantage on initiative rolls when beginning combat in the passage.
chosen terrain. Prerequisites: Favored Terrain (chosen terrain) ×1.
Environment and Terrain (175) Benefit: While you are in the chosen terrain and not running or
Chapter 6/Dungeoneering (115); Nature (131); Perception (134); using magic to move faster than your speed, you can’t be
Stealth (140) tracked by mundane means unless you want to be. Whether you
avoid leaving noticeable footprints or a scent trail by careful
FAVORED TERRAIN movement, walk in the tracks of another creature, or cover your
prints to obscure them, attempts to track or locate you with
Wilderness Example
Dungeoneering, Nature, or Perception checks automatically fail.
Aquatic Rivers, lakes, seas (on or under the water)
Caverns Natural caves, tunnels, passageways You can still be tracked by magical means, and you can be
Desert Badlands, sandy wastes noticed if you are directly observed by a creature, downwind of
Forest Arboreal forest, rainforest, jungle a creature with the scent feature, moving noisily near creatures
Hills Gentle rolling slopes who can hear you, and so on. The GM might decide that certain
Marsh Bog, swamp
circumstances (for example, moving across a deep field of
Mountain Steep rocky slopes
unbroken snow) reduce the speed at which you can use
Trackless Step by requiring you to spend extra time obscuring
Plains Grassland, meadow, cultivated farmland
your movement.
Scrubland Moors, tundra, rocky lowlands
Snow Seasonal, glaciers, frozen wastes Mastery: You can take this feat multiple times at a cost of 1 feat
Settled Example slot. Each time you do so, you take it for a different chosen
Ruins Abandoned castles, ruined settlements, subterranean terrain.
dungeons
Urban Towns, cities Unfettered Movement
Warded Castles, walled settlements, occupied subterranean Your intrinsic knowledge of your terrain allows you to move
dungeons freely within it.
In the wilderness, favored terrain represents an understanding
Prerequisites: Favored Terrain (chosen terrain) ×1.
of the environment, topography, weather, and typical
encounters in areas of that type. In settled areas, favored terrain
Benefit: While you are in the chosen terrain, you ignore difficult
terrain caused by any natural feature. This lets you ignore
limitations to movement, effects or conditions imposed by the
difficult terrain, and damage dealt to creatures moving through
the difficult terrain. Depending on the environment, difficult
terrain might include thorns and briars, mud, gravel and scree,
silt and coral, thick undergrowth, rubble, crowds and traffic, and
so on.
Difficult Terrain (168)
Difficult terrain created or enhanced by magic still affects you,
even if that magic only reproduces or reinforces existing natural
terrain. You are still affected by obstacles and hindering terrain.
Mastery: You can take this feat multiple times at a cost of 1 feat
slot. Each time you do so, you take it for a different chosen
terrain.
Mummy Rot
This dread pestilence is spread by undead mummies and often
found in ancient tombs and sepulchers. Creatures who suffer the
effects of mummy rot can’t use downtime healing to remove the
penalties with downtime healing. Only magical healing can
undo the effects of this pestilence.
Creature Compendium
Red Ache
Red ache fills affected creatures with constant physical
discomfort, and causes their skin to turn red, bloated, and warm
to the touch.
Jumbletouch
While infected with jumbletouch, a creature suffers from the
sensation that creatures and objects around them are constantly
shaking and moving, making physical interaction difficult.
Slimy Doom
One of the most feared of common pestilences, slimy doom
turns creatures into infectious goo from the inside out. Those
affected are wracked with pain and give off a foul acidic stench.
PESTILENCES
Common Pestilences Type and DC Incubation Save Interval Saves to End Effects
Jumbletouch Contact DC +3 1 day 1/day 1 −1d8 Dex modifier penalty
Slimy doom Contact DC +4 1 day 1/day 2 Slowed, −1d4 critical point penalty
Mindfire Inhaled DC +5 1 day 1/hour 2 Dazed, −1d4 Int modifier penalty
Fiend chills Injury DC +4 1d4 days 1/day 3 Weakened
Filth fever Injury DC +2 1d4 days 1/day 1 −1d4 Dex modifier penalty, −1d4 Con modifier penalty
Ghoul fever Injury DC +2 1 day 1/day 2 −1d4 Dex modifier penalty, −1d4 critical point penalty
Red ache Injury DC +5 1d4 days 1/day 2 −1d6 Str modifier penalty
Unusual Pestilences Type and DC Incubation Save Interval Saves to End Damage
Blood tears Ingested DC +10 1d4 days 1/day 2 Disoriented (sight), −1d4 Str modifier penalty
Cackle fever Inhaled DC +10 1 day 1/day 2 −1d6 Wis modifier penalty
Fiend plague Injury DC +8 1 day 1/day 3 Disoriented (hearing), weakened, −1d6 critical point
penalty
Rare Pestilences Type and DC Incubation Save Interval Saves to End Damage
Mummy rot Contact DC +15 1 day 1/day 2 −1d6 Con modifier penalty, −1d6 critical point penalty
POISONS
creature can be woken as a standard action, or wakes if they Yellow mold is temporarily made dormant while exposed to
take damage from any source other than the moss. sunlight. Any fire damage in the area of the mold destroys it.
Appendix B/Unconscious (A11)
Sensing the moisture in an unconscious creature, the moss
Zombie Blood Mold
Rust-red zombie blood mold prospers in areas of damp and
quickly spreads to grow over them, covering a Medium or
smaller creature in 10 minutes. (A Large creature is treated as darkness, and is easily mistaken for rust or mundane red mold at
a distance. It usually spreads as patches up to 5 feet in diameter.
four Medium creatures for the purpose of how long it takes for
the moss to cover it, a Huge creature as eight medium When anything warmer than the mold moves within 5 feet of it
(including most living creatures), the mold releases an invisible
creatures, and so on.) A creature covered by leeching moss
takes 1d6 necrotic damage every 10 minutes as the moisture is cloud of spores that linger in the area for 1 minute.
leeched from their body. A creature who dies while covered in Each living creature who starts their turn within 5 feet of the
leeching moss has their body consumed by the moss over 1d6 mold when its spores have been released must succeed on a
hours. Fortitude saving throw (challenge throw +5) or take a −1d6
Leeching moss can be destroyed by any effect that deals cold, penalty to their Constitution modifier and be contaminated by
fire, or lightning damage (which is also taken by a creature if the the spores. This contamination lasts until the ability modifier
penalty is removed, or until the creature is subject to a remove
moss is targeted while in contact with them).
pestilence spell or similar magic.
Sanguine slime can be destroyed by any effect that deals fire or An incarnate spell is an entity of pure eldritch power, possessing
radiant damage (which is also taken by a creature if the slime is the magic of a specific spell and driven to use it. The effect of an
targeted while in contact with them). incarnate spell reflects the effect of the spell it’s based on, but
might also be altered by the spell’s corruption, as the GM
determines.
Yellow Mold
When a party explores a ruin, an incarnate cone of cold
This dusty-looking, bright-yellow mold can grow in patches of
spell appears as a sphere of roiling snow, then explodes
any size, often covering whole rooms and caverns if left to
out to a cone of deadly magical energy when the spell
spread. It is deadly if disturbed, with each 5-foot square of mold
senses creatures nearby.
bursting forth with a cloud of poisonous spores that linger in the
area for 1 minute. Each living creature who starts their turn An incarnate control weather spell manifests as a shifting
within 10 feet of disturbed mold must succeed on a Fortitude field of cloud and swirling wind, randomly changing the
saving throw (challenge throw +5) or take a −1d4 penalty to weather in the rural countryside as it drifts from place to
their Constitution modifier. place. But when adventurers are called to deal with the
incarnate spell and the chaos it’s creating for farmers, the At the same time, the character receives a random assortment
spell might make use of any of the effects it can usually of memories from other creatures previously affected by the
produce to defend itself, targeting melee combatants with lights. This can include knowledge of the local area gleaned
lightning, bludgeoning spellcasters with hail, making from explorers, random thoughts and impressions of creatures
movement impossible with tornado-force winds, and so long dead, a choice selection of epithets in another language,
forth. advantage on the next check the character makes with a specific
An incarnate spell casts itself at the level of the spell or at the skill group, or any other effect determined by the GM.
caster level of the caster whose death created the incarnate
spell. This effective level determines the space that the spell’s Phantom
energy fills, how fast it moves, and how many times per day the In a place where a living creature succumbs to a violent death,
spell can cast itself. the shock to the spirit and life energy can leave a lasting imprint.
A phantom is the echo of such a once-living spirit. Though its
Spell Level or Manifested Castings DC to Checks to
nonsolid and translucent state might make it resemble a
Caster Level Size Speed per Day Disrupt Destroy
spectral undead, a phantom isn’t a creature, but merely the still-
0 Small 15 ft. 1 15 1
active impression of a creature’s last moments.
1st–6th Medium 30 ft. 2 15 3
7th–12th Large 45 ft. 4 20 6 A phantom resembles the creature who spawned it, but might
13th–18th Huge 60 ft. 6 25 9 appear younger or with different features and garb than at the
actual moment of death. In response to the presence of other
When an incarnate spell manifests its power for the final time, it living creatures in an area, it manifests and repeatedly plays out
vanishes, then manifests again at the same location 24 hours the last few minutes before the death of the creature who
later. spawned it, moving through the actual locations involved. The
An incarnate spell acts on an initiative count equal to its phantom is always the center of this spectral vision, but that
effective level, can take one move action and one standard vision might also include significant creatures and objects from
action per turn, and usually moves and casts itself at random. It the dead creature’s last moments.
understands what targets it affects and won’t cast if it can’t A phantom can’t affect the world around it or react to creatures
affect targets, and it moves toward any targets who appear interacting with it, and it has no attacks. However, each creature
within 120 feet. An incarnate spell manifested from the death of who sees a particular phantom for the first time must succeed
a spellcaster sometimes retains a measure of that caster’s on a DC 13 Will save or be frightened and driven for 1 minute.
memories, which can determine how the spell moves and its Whether the save succeeds or fails, a creature can’t be
choice of targets. frightened by the same phantom again.
An incarnate spell uses all the regular mechanics for casting the Appendix B/Conditions (A8)
original spell. An incarnate flame strike can disappear from one
location, then appear at any other location with the spell’s 120- Because it isn’t a creature or object, a phantom is immune to
foot range and unleash its power. An incarnate aid spell, with a most attacks. However, as a magical effect, it can be
range of touch, must move into the space of the creature it permanently dismissed with a dispel magic spell (DC 20).
targets. Magic Grimoire/Spells (ch. 1)
Incarnate spells aren’t creatures or objects, and so are immune
to most attacks. Like all magical effects, they wink out in the area
of an antimagic field spell or similar effect. A dispel magic spell
Creature Hazards
Many of the creatures who lair within or wander through ruins,
shuts down an incarnate spell for 1d4 rounds, but permanently
dungeons, catacombs, and other adventuring sites are
destroying an incarnate spell of level 1 or higher is a complex
possessed of an unusual nature. That nature often shapes the
skill check with the DC and the number of successes based on
hazards in an area, whether from minor creatures presenting a
effective level.
threat in and of themselves or larger creatures leaving
Magic Grimoire/Spells (ch. 1) something of themselves behind.
Characters engaging in the skill challenge can make
Magic/spellcraft checks to disrupt the incarnate spell’s eldritch Earworm
energy, or can make Athletics/slam checks to compromise its Earworms are minute multilegged arthropods that can be found
manifested form. An Athletics/slam check made using a magic lairing in any rotting organic materials, including wood,
weapon is made with advantage. compost, and leaf mold. Though harmless in their adult form,
earworms are much feared (and so-named) for their habit of
Memory Candles entering the ears of living creatures as a birthplace for their
voracious young, which require flesh for sustenance.
These free-floating flickering lights drift through ruins and
subterranean spaces, resembling the flames of candles and When a creature has been exposed to earworms, the worms can
drawn to sapient creatures. When a sapient creature starts their be noticed by that creature or a nearby creature with a
turn within 60 feet of memory candles, they must succeed on a successful DC 15 Perception/search check, and easily brushed
Will save (challenge throw +6) or take 2d6 psychic damage and away before they reach the ears. On a clear failure, the
have their memory compromised. Until the end of their next earworms are free to lay hundreds of eggs inside the creature’s
short or long rest, the creature is weakened as each mental and ear canal, causing the creature to be hearing disoriented until
physical activity they undertake feels unfamiliar. the eggs hatch 1 day later. The larvae immediately consume
their parents, then burrow into the flesh of their host.
Appendix B/Weakened (A12)
Appendix B/Disoriented (A9)
A creature who finishes a long rest infested with earworm larvae magical energy can weaken the structure of even stone or metal
is weakened and takes 1d4 piercing damage. The earworms walls and floors in a lair.
continue to feed for seven days, after which they burrow back to In an area made potentially dangerous because of damage or
the ear canal and escape as a larval swarm, ready to pupate in unusual decay caused by the presence of unusual creatures, it
rotting organic material. A remove pestilence spell or similar takes a successful DC 15 skill check to notice that danger, either
magic ends an infestation. using Perception/search or spot, or skills from an appropriate
Appendix B/Weakened (A12) personal group. Ceilings, walls, and floors that collapse can be
Magic Grimoire/Spells (ch. 1) treated as collapsing ceiling traps, collapsing wall traps, or pit
traps.
Sewage, Offal, and Ordure Traps (189)
The familiar scents of rot and farmyard manure are pungent but
can usually be ignored. However, areas filled with sewage or Webs
monstrous offal and ordure — the before-and-after remnants of
Creatures such as monstrous spiders and certain arthropod
a monster’s meals — are noxious to the point of becoming
swarms make use of spun silk webbing for trapping prey or
hazardous for living creatures.
creating a secure lair space. Even long after those creatures
Most cities and towns in the world make use of sewer-based have abandoned or been driven from a particular area, their
sanitation, depending on an underground labyrinth of foul webs can linger behind to create a hazard of their own.
spaces to help keep living spaces above ground clean. And
An area of webs is difficult terrain, and any creature who enters
even the most benign location can be turned into a place of filth
that area or starts their turn there must succeed on a DC 13
and decay by the presence of monsters, just as the already-foul
Reflex save or be restrained. A restrained creature can be freed
places of the world are made even fouler by the presence of
as a standard action with a DC 15 Acrobatics/escape or
unnatural creatures.
Athletics/grab check, by themself or any creature who can reach
Areas featuring sewage, offal, or ordure can usually be detected them.
at a distance with a successful DC 12 Perception check, or
Difficult Terrain (168)
automatically by a creature with the scent feature. Each living
Appendix B/Restrained (A11)
creature who enters such an area must succeed on a DC 15
Fortitude saving throw or be weakened while they remain in the Breaking through an area of webs requires a successful DC 15
area. Creatures immune to disease or poison might succeed on Athletics/slam check. Making use of a weapon or tool that deals
this save automatically, as the GM determines. Areas of sewage, slashing damage grants advantage on the check. Webs are also
offal, or ordure are usually difficult terrain, and offal or ordure flammable, with an area of webs 10 feet across burning away in
might be obstacles as the GM determines. A creature who starts 1 round, and dealing 1d6 fire damage to any creature in that
their turn mostly or entirely submerged in sewage, offal, or area.
ordure must succeed on a DC 15 Endurance/subsist check
(maximum once per round) or be weakened while they remain
submerged.
Difficult Terrain (168)
Appendix B/Conditions (A8)
Sewage, offal, and ordure can also be a vector for pestilence,
with any form of pestilence — or unique pestilence-like effects
of the GM’s devising — found in areas filled with such hazards.
Pestilence (180)
If not routinely added to, sewage, offal, and ordure decompose
naturally to become relatively innocuous over a few weeks or
months. However, when creatures such as aberrations die or
when corporeal undead are destroyed, the unnatural essence of
those creatures often makes the rotting of their bodies a more
unpleasant process than usual, even as it keeps the scavengers
at bay who would typically hasten the dispersal of those
remains. The body of an aboleth, nightcrawler, or otyugh slain
by heroes might remain a fetid mass of slow decay in a dungeon
for years afterward, making an unpleasant welcome for new
groups of adventurers.
Creature Compendium
Monstrous Damage
In areas where the most unusual creatures lair or battle, they
might leave lasting effects behind long after they flee, wander
off, or die. Huge and larger monsters can weigh many tons,
potentially leaving the structural underpinnings of their former
lairs undermined just in time for adventurers to show up and
explore. Creatures who channel elemental energy or unusual
Reset
Traps Many traps incorporate clockwork mechanisms that
A trap is any mechanical or magical augmentation of a location automatically reset them each time they are triggered, making
or object designed to hinder, damage, or kill creatures them usable repeatedly. Other traps must be reset manually, or
interacting with it, whether by intention or by accident. By their might need to be rebuilt in order to be reset.
nature, most traps are constructed with a specific defensive
Even traps that need to be manually reset can have an effect
purpose in mind. A pit trap might protect the area around a
after being triggered, as with an open pit trap that becomes an
stockade. Mechanical arrow traps are installed to turn the
obstacle or a collapsed wall that becomes difficult terrain.
corridor leading to the castle treasury into a deadly gauntlet, or
a flame strike trap can unleash the deadly power of that spell Difficult Terrain (168)
when a temple’s sacred reliquary is approached by a
nonbeliever. But a structure or location that collapses after Challenge Throw
being damaged by time or decay can become a pit trap, a
Most traps are avoided with a Reflex saving throw, with the trap
collapsing ceiling trap, or a collapsing wall trap even if not built
making a challenge roll to set the DC of the save. Some
with that intention.
especially formidable traps affect targets automatically.
Common Mechanical Traps (190)
Magic Grimoire/Spells (ch. 1) Damage, Effects, and Features
Each trap produces a specific effect against creatures it targets,
Mechanical or Magical whether dealing damage, imposing a condition, or a
A trap can be mechanical or magical in nature, with mechanical combination of effects. Some traps target only the creature who
traps including pits, arrow traps, falling stones, water-filled triggers the trap, some traps can target a different creature if
rooms, swinging blades, and anything else that depends on a the trap and the trigger are in different places, and some traps
mechanism to operate. A mechanical trap is activated by some target multiple creatures.
form of mechanical trigger, often a pressure plate, a switch, a Some traps deal no damage or effects on their own, but act as
tripwire, or a clockwork or alchemical device sensitive to delivery systems for alchemical items or poison. Other traps can
changes in weight, disturbances in the air, or vibrations. have their effects augmented by poison.
Magic traps are most commonly built around spell magic, Poison (183)
whether trigger-based spells whose casting makes them Chapter 8/Alchemical Items and Everyday Magic (214)
function as magical traps, or spells imbued into the spell trap
spell for later release.
Bypass
Magic Grimoire/Spells (ch. 1) Most traps can be bypassed simply by staying away from them.
For other traps that are unavoidable, the trap’s builder often
Elements of a Trap creates a mechanism by which the trap can be bypassed. This
All traps, whether mechanical or magical, have a number of might be a lock, a hidden switch, or some other mechanism that
things in common. A trap must be triggered, whether it can be temporarily disarms the trap, a hidden access point that allows
triggered once or can be reset. It has a DC to detect and the trap’s trigger to be disabled, or a secret passage that allows
disable it, a challenge roll modifier to resist its effects, and a creatures to move around the trap.
detailed description of those effects. Some traps also have Many magical traps can be bypassed by creatures who perform
additional information regarding unique ways to bypass them. a bypass signal, temporarily disarming the trap’s magical
triggering conditions.
Trigger Chapter 10/Spells with Signals sidebar (334)
A trap’s trigger determines how it is sprung, most commonly in
one of the following ways: DC and Cost
• A location trigger, usually a floor pressure plate or a tripwire, At the end of each trap’s write-up, a DC is given that covers skill
springs a trap when someone stands in a particular area. checks to find the trap if it is hidden, to reset, rework, or disable
• A proximity trigger is a compact clockwork or alchemical it, or to build it. (A deadly trap meant to keep creatures away
device that activates a trap when something moves within a from an area might not be hidden, with the intent that creatures
certain distance of it, horizontally or vertically. Proximity- seeing it will be too intimidated to try to get past it.)
trigger traps can be triggered by flying or levitating creatures, Each trap also has a gp value noted, which is the nominal cost
but are also sometimes accidentally triggered by brisk winds.
for materials and labor to create the trap. The cost is used for
Magic traps often have proximity triggers that are sensitive characters buying traps that can be built as portable versions,
only to certain types of creatures. characters hiring NPCs to create traps at a specific location, or
• A sound trigger is an alchemical or clockwork device that for a character with an appropriate personal skill group (most
activates in response to noises above a certain volume. It can commonly Trapsmith) to create a trap themself, using the rules
be accidentally triggered by thunder and other natural for crafting items for personal use.
sounds.
• A touch trigger is a pressure plate built into a trap, which Chapter 8/Crafting for Personal Use (208)
activates when the trap is touched with a certain amount of
weight or pressure. Detection and Disabling
• A timed trigger is a clockwork device that springs a trap Each mechanical trap has a default DC indicating how difficult it
repeatedly on a certain schedule. is to locate with a Perception/search check, to disable with a
Thievery/handle traps check, and to build or set up with a The barrier blocks forward movement, and holds creatures in
Trapsmith check or other appropriate personal skill group the location if a paired barrier trap also triggers behind them. A
check. The DCs for specific traps encountered in adventures can creature in the path of the barrier must make a Reflex save
vary from these defaults according to their construction or the (challenge throw +5) or take 2d6 bludgeoning, piercing, or
intent of the creatures who built them, as determined by the slashing damage (depending on whether the bottom of the
GM. Many traps can be disabled with just one Thievery check, barrier is flat, spiked, or sharpened). The creature ends up on
but a complex trap might require a complex skill check to fully whichever side of the barrier they choose.
disable, or be only temporarily disabled with a single success. The barrier is held in place by a powerful clockwork mechanism,
Chapter 6/Thievery (143) and can be moved only with a successful DC 20 Athletics/grab
All magical traps can be detected with a DC 20 Magic/spellcraft check. That mechanism automatically opens some barrier traps
or Perception/search check, as well as with detect magic, and after a set time, but others must be manually reset. A barrier
can be neutralized with a DC 20 Thievery/handle traps check. trap can often by bypassed through a secret tunnel, or through
a hidden access space revealing a crank wheel that can easily
Magic Grimoire/Spells (ch. 1) move the barrier. DC 20; 150 gp.
A clear failure on a Thievery check made to disable a trap
triggers the trap, whether mechanical or magical, and a partial Collapsing Ceiling
success to disable a trip might trigger some minor part of its A location or touch trigger activates this trap when a ceiling is
damage or effects. A failed attempt to dispel a magical trap with walked beneath or prodded to detect for secret spaces. As the
dispel magic triggers the magical trap. ceiling collapses, bricks, stones, or timbers fall into a 10-foot-
diameter area. Each creature in the area takes 4d6 bludgeoning
Other Ways To Beat a Trap damage, making a Reflex save (challenge throw +6) for half
In addition to making Thievery checks, it’s possible to disable damage. Once triggered, the trap must be rebuilt. DC 20; 240
many types of traps simply by destroying them or their gp.
triggering mechanisms by other means. Once a trap’s location is
known, it might be possible to use Athletics/slam checks to Collapsing Column
smash its mechanism, to cut a tripwire, to jam a pressure plate This freestanding broken stone column is held together by wire
to keep it from being pressed down, block it or cover it with dirt or some kind of camouflaged wrapper, and is set with a
or rocks, and so forth. A discovered pit trap can likewise be location, proximity, or touch trigger. When triggered, the
jumped over or crossed on a beam or ladder. column splits apart to send rubble crashing to the ground in a 5-
Chapter 6/Athletics (112) foot-diameter area. Each creature in the area takes 4d6
bludgeoning damage, making a Reflex save (challenge throw
The dispel magic spell is the most common way of disabling
+6) for half damage. Once triggered, the trap must be rebuilt.
magical traps, as it allows them to be disabled at a distance.
DC 10; 100 gp.
Snare Lift
Attached to a location trigger, this heavy-duty snare trap is
crafted of heavy cord or light chain, and is set with a
counterweight or strong spring whose force pulls a Medium or
smaller target off their feet and into the air. To prevent easy
escape by a creature able to reach their snared feet, the snare
swing trap usually features a mechanism that locks the snare
loop in its tightened position.
It takes a DC 18 Acrobatics/escape or Athletics/slam check to
slip free, break, or cut through the loop. A check made to cut
through a cord loop has advantage if made with a weapon or
tool that deals slashing damage. DC 10; 80 gp.
Tripline
This straightforward trap consists of a solid line of cord, wire, or
thin rope tied across an open space above the ground. A
tripline has no trigger, but simply trips up creatures who move
into it unawares. Any such creature must succeed on a Reflex
saving throw (challenge throw +5) or go prone. If the creature is
running, they have disadvantage on the save.
Appendix B/Prone (A10)
Some tripline traps are made with barbed wire, razor wire, or
spiked chain. This can make them easier to spot but deals 1d4
or 1d6 piercing or slashing damage to a creature moving
through them. DC 12; 2 gp.
Clockwork Tripline
This tripline trap is connected to clockwork mechanisms that lift
the line from concealment along the ground, in response to a
location or proximity trigger. It allows barbed wire, razor wire, or
spiked chain to be used as the line without increasing the
visibility of the trap. After a fixed time, the tripline lowers and
the trap resets automatically. DC 18; 100 gp.
Wall Spikes
Activated by a location, proximity, or touch trigger, panels or
decorative flourishes along a wall are shifted to one side by
clockwork mechanisms behind them. Long, sharp spikes then
slam out of the wall from floor to ceiling, potentially impaling
any creature within 5 feet of the wall. Each such creature must
succeed on a Reflex saving throw (challenge throw +7) or take
8d10 piercing damage and be restrained. A restrained creature
can be freed as a standard action with a DC 15
Acrobatics/escape or Athletics/grab check, by themself or any
creature who can reach them.
Appendix B/Restrained (A11)
After a set time, the spikes retract, automatically freeing
restrained creatures (or dropping their bodies to the floor). The
wall then returns to its original state as the trap resets. DC 18;
1,300 gp.
Resting
As your characters explore dangerous subterranean realms,
make their way along dark dungeon corridors, set out across
trackless wilderness, or engage in espionage in the heart of
great cities, they often expend resources in the form of hit
points and spell points. These resources are replenished when
characters take either a long rest or a short rest during their
adventuring.
Short Rest
A short rest is 15 minutes of uninterrupted inactivity and
recuperation. By taking a quick break from physical and mental
activity, you can quickly recharge and refocus before moving on
to your next challenge. During a short rest, you bind your
wounds and can engage in nonstrenuous activities and
movement. This means refraining from combat, spellcasting,
skill use, prolonged argument or debate, or any other physical
or mental task during the rest period.
At the end of a short rest, you can use short-rest healing to
recover lost defense points.
Chapter 9/Short-Rest Healing (257)
Prosperous
Lifestyle and Upkeep A prosperous lifestyle suits adventurers who wish to become
The way your character lives determines how much it costs for known for their exploits — and for the wealth those exploits
the basic necessities of living. Renting or owning a fine home have won them. Costing 15 gp per week, this lifestyle is
costs more than renting a modest apartment. Taking a room at enjoyed by especially skilled workers or crafters, guard captains
an inn costs more than sharing a room in a boarding house, and guild operatives, and high-level bureaucrats with skill and
which in turn costs more than camping rough. During each seniority. Living a prosperous lifestyle features a large house, a
period of campaign downtime, you choose one of six different well-appointed apartment, or a private room in an inn, a mix of
types of lifestyle to determine your character’s upkeep. modest and fine dining, and a sense of showing off the
trappings of modest wealth.
Upkeep Cost
Lifestyle (per week)
Rough 1 gp Affluent
Austere 3 gp Representing a life of financial ease, an affluent lifestyle costs 35
Self-sufficient 10 gp gp per week and is the kind of life enjoyed by the most
Prosperous 20 gp successful skilled laborers and entrepreneurs, guild leaders,
Affluent 35 gp senior bureaucrats, and specialist professionals. An affluent
Gentry 100+ gp lifestyle allows a character to live in a fine house, an apartment,
or the best-appointed inn rooms, to eat at fine dining
Upkeep expenses cover the basics of living, including food, establishments for most meals, and to engage in expensive
shelter, clothing, entertainment, and maintenance of equipment entertainments.
and gear. Specific expenses — including new equipment,
mounts, magic items, and travel — comprise additional costs
over and above upkeep and are always paid for separately.
Gentry
A gentry lifestyle represents the peak of living in most societies,
Upkeep for a mount costs half as much as upkeep for a and is typical of wealthy landowners, guild masters, and
character, covering such things as fodder and stabling, powerful lords. However, in many locations or societies, it’s one
replacing tack and equipment, horseshoes and grooming, and thing to spend like a gentry, but something else entirely to be
so on. A mount’s upkeep must be calculated based on the same accepted as one. A gentry lifestyle has no set upkeep cost, but
lifestyle or a higher lifestyle as a character. It’s easy for a features a minimum upkeep of 100 gp per week on which the
character living rough to splurge on a common lifestyle level of GM can build. The GM and the player will work together to
Mastery: Your spirit guide can take this feat once, at a cost of 1
Spirit Guide Feats feat slot.
The feats in this section let a character gain a spirit guide, and
allow that spirit guide to shape the bond between themself and Skilled Spirit
the character. The latter feats, whether they grant special The strength of your connection to your spirit guide allows them
features to a spirit guide or grant a character special features in to channel your knowledge and skills.
conjunction with their spirit guide, can be taken only by a spirit Prerequisites: This feat can be taken only by a spirit guide.
guide.
Benefit: For any skill for which you have taken Skill Focus, you
can make skill checks through your spirit guide. You use the
Extended Senses same action to direct the spirit guide as the guide uses to make
You channel your spirit guide’s senses to perceive as they do. the check, as determined by the GM.
Prerequisites: This feat can be taken only by a spirit guide. Chapter 6/Skill Focus (148)
Benefit: You can use your spirit guide to extend your senses. As Worried about magical wards in an ancient tomb, an
a minor action, you get a momentary impression of everything arcanist sends her cat spirit guide forward to read the
you would experience if you were at the guide’s location inscription on the door of a crumbling vault. The GM
(selecting from one or all of sight, sound, touch, taste, and so determines that it takes a standard action to make an
forth). As a standard action, you gain the ongoing experience of Investigation check to attempt to decipher part of the runic
what you would sense from the guide’s location, but you are text, so each check requires a standard action from the
disoriented for all your senses until you use a minor action to spirit guide and the arcanist.
end that connection.
For checks involving the manipulation of objects, the spirit
Appendix B/Disoriented (A9) guide engages those objects in a way suitable to their form. For
Mastery: Your spirit guide can take this feat once, at a cost of 1 example, an animal spirit guide used to make a Thievery check
feat slot. to pick a lock might extend a misty paw into the lock or scratch
at it until it opens.
Martial Spirit Mastery: Your spirit guide can take this feat once, at a cost of 1
By focusing the life force that shapes them, a spirit guide can feat slot.
manifest potent magical attacks.
Prerequisites: This feat can be taken only by a spirit guide.
Spirit Guide
The spirit of a creature you knew in life becomes a bonded
Benefit: Your spirit guide can manifest weapons out of their
mystical companion.
own misty form as a minor action, with those weapons dealing
their usual damage type or radiant damage, as the spirit guide Prerequisites: —
determines. Manifested thrown weapons or ammunition Benefit: You gain a spirit guide manifested from the life energy
disappear after being used to attack. of a dead creature who was devoted to you in life — a beloved
Chapter 9/Weapons (274) pet or companion creature; a friend, partner, family member, or
devoted nemesis; a creature with which you had a mystical
A spirit guide’s manifested weapons can be targeted by spells connection in life; and so forth.
such as magic weapon and magic fang, but can’t be crafted into
magic weapons or use weapon icons. If magic augments a Special Guide: When you take this feat, you can select any
manifested weapon, that magic persists for its regular duration creature of tier 0 as the basis for your spirit guide. Alternatively,
for any one weapon the spirit guide manifests. If a spirit guide you can use additional feat slots over and above the base feat
dismisses a weapon and manifests another weapon, the magic slot cost to gain a more powerful spirit guide. Choosing a spirit
continues to affect the new weapon. guide manifested from a tier 1 creature costs an additional 3
feat slots, while a guide manifested from a tier 2 creature costs
Magic Grimoire/Spells (ch. 1) an additional 6 feat slots. Any powerful spirit guide must be
Mastery: You can take this feat once, at a cost of 1 feat slot. selected in consultation with the GM.
An arcanist gains a spirit guide manifested from a much-
Shared Instincts loved tier 0 elf apprentice who met an untimely end,
Your connection to your spirit guide sharpens your acuity with spending 1 feat slot to do so. But if their warrior companion
chosen tasks. slays a tier 2 basilisk, having that creature return
unexpectedly as a spirit guide costs 7 feat slots.
Prerequisites: This feat can be taken only by a spirit guide.
For the purpose of being chosen as a spirit guide, worldborn
Benefit: At the end of each long rest, choose one of your spirit creatures with no feats are tier 0.
guide’s full skill check modifiers (including the default core
ability modifier). You can use that modifier in place of your own Mastery: You can take this feat once, at a cost of 1 or more feat
full modifier for that skill a number of times per day equal to slots.
your Charisma modifier (minimum three times). You regain all
expended uses when you finish a long rest.
Chapter 6/Skills (99)
This is a magical feature.
Feat Index
In this index, a gray background indicates a feat that has a secondary appearance under a particular category, but whose main write-
up is in another category.
Language Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Learn Language — You can speak, sign, read, and write a new 1 2 3 — — —
language. 1 2 3 — — —
Movement Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Controlled Fall Dexterity 13+ Treat fall as jumping, with advantage on 1 — — — — —
Acrobatics/agility checks to reduce 1 — — — — —
damage.
Fast Movement — Your speed increases by 5 feet. 1 2 3 — — —
1 2 3 — — —
Repositioning Strike Intelligence 13+, Weapon Focus (any Hit a creature with a weapon attack, use a 1 — — — — —
group) ×1 minor action to let an ally shift. 1 — — — — —
Swift Stand Dexterity 13+ Spend 5 feet less movement to right 1 — — — — —
yourself when you are prone. 1 — — — — —
Unfettered Movement Favored Terrain ×1 Ignore difficult terrain in specific terrain. 1 — — — — —
1 — — — — —
Skilled Spirit Taken by spirit guide Make skill checks through your spirit guide. 1 — — — — —
1 — — — — —
Spirit Guide — The spirit of a dead creature devoted to 1 — — — — —
you becomes your companion. 1 — — — — —
Standard coins are differently sized according to their value, COMMON TRADE GOODS
with more valuable coins being slightly smaller than less
valuable coins. A copper piece is a little larger than the width of Cost Item
a human’s thumb, with a platinum piece roughly the width of the 1 cp One pound of wheat
little finger, and silver and gold in between. Because they are 2 cp One pound of flour, or one chicken
made of different metals, the varying sizes of coins mean that 1 sp One pound of iron
they all weigh approximately the same, averaging 100 coins per 5 sp One pound of herbs or copper
pound. 1 gp One pound of common spices, or one goat
2 gp One pound of rare spices, or one sheep
COINS 3 gp One pig
4 gp One square yard of linen
CP SP GP PP 5 gp One pound of salt or silver
Copper piece (cp) = 1 1/10 1/100 1/1,000 10 gp One square yard of silk, or one cow
Silver piece (sp) = 10 1 1/10 1/100 15 gp One pound of rare imported spices, or one ox
Gold piece (gp) = 100 10 1 1/10 100 gp Gold trade bar (1 pound)
Platinum piece (pp) = 1,000 100 10 1 1,000 gp Platinum trade bar (1 pound)
Even after the fall of the Empire remade the provinces of the
Lothelecan as nations once more, virtually all those nations continue Portable Wealth
to use the Imperial standard for coinage. The sheer volume of Characters who deal with high-value noncommercial
existing coins in the world makes it impractical to recall and remint transactions often seek to hold their wealth in portable form.
those coins, and the leaders of all nations are aware that revaluing Gold and platinum coins are sought out by such characters,
their currency by resizing coins or adjusting metal content could including adventurers. A warrior who wishes to commission a
lead to financial instability. suit of half plate armor is better off making the 600 gp payment
Even though the coins of one land are identical in size and worth to in gold or platinum than lugging 6,000 sp into the smithy. An
the coins of another land, spending foreign coins can be difficult. It’s arcanist wanting to learn a 5th-level spell must invest 125 gp for
usually possible to spend foreign coins for their full value in towns the tutelage of an experienced caster, who is unlikely to be
and cities, but the folk and merchants of smaller settlements might impressed if paid with a sack of copper coins.
shy away from taking payment in foreign silver or copper, or will
demand an exchange fee of 10 to 20 percent. The coins found in For even more portable forms of wealth, characters can seek out
lost treasure hoards and hidden underground lairs often originate in or invest in gems, jewelry, and art objects, which can have value
foreign lands, having often been amassed by unscrupulous means equivalent to hundreds or even thousands of gp. Whenever
and hidden from sight of the authorities. As such, spending foreign adventurers earn coins, gems, jewelry, or other loot with a value
currency is a problem that adventurers deal with more often than in gp, that loot can be traded in for equipment and magic of the
other folk. same value in large towns or cities. Using gems and other finery
as currency in smaller settlements is more difficult, if only for the
lack of a qualified NPC to appraise that finery and prove its
Trade Goods, Notes, and Bars worth.
Merchants, farmers, laborers, and other folk commonly Unless the GM determines otherwise (usually because seeking a
exchange trade goods without using currency. Rather than a place to sell valuable gems or art objects is part of an
character producing a product or service, receiving coins when adventure), characters can sell gems, jewelry, and other valuable
selling it, then using those coins to buy other goods and items for the value assigned to them as treasure. That value
services, characters simply trade what they produce for what subsumes any bartering, haggling, or fees for appraisal and
they need. exchange required to convert items to cash.
At the other end of the economy, financial transactions
amounting to hundreds or thousands of gold pieces rarely
involve the actual movement of coins. Instead, notes of promise
Buying and selling
The goods available for sale in markets and through private
are signed and notarized to represent a specific cash value,
transactions are many and varied. The “Equipment” section in
which is then transferred from one party to another. A merchant
this chapter notes some of the most common goods and
who receives a trade note from one party can issue trade notes
services found in the markets and settlements of the campaign,
of her own that make use of the wealth promised by the first
but the size of the settlement in which such goods are bought
note.
and sold often determines how easy to find and readily available
they are.
Equipment (210)
Earning While Adventuring For each week of working during downtime, you make a check
with any appropriate skill, using the same general rules as for
For each day your character spends making use of a specific skill earning daily income, but tabulating your earnings for the week.
while in an appropriate location during an adventure — most
often passing through or passing time in a settlement — you
DOWNTIME EARNINGS
can make a check with that skill to represent an attempt to earn
income. In consultation with the GM, any of a character’s skills Check Result Weekly Earnings
can be used to earn income on a day-to-day basis — especially 10 5 gp
checks from a personal skill group that ties directly to a 15 15 gp
vocation. Whether crafting, performance, or profession, the type 20 25 gp
of labor represented by personal skill groups is usually self- 25 50 gp
explanatory. A character with the Alchemist skill engages in
creating and selling alchemical substances, or taking a wage as These weekly earnings are based on the daily wages a character
an assistant in an alchemy lab. A character with the Musician skill can earn using a skill, multiplied by a 5-day workweek. For jobs
engages in public performance and busking, or private such as caravan guard or sailor, you might work seven days per
performance for a fee. week for long stretches, then take longer breaks when not
travelling during downtime, but the average wage remains the
For any of the standard skills, you can work with the GM to same.
determine what kind of activity a skill check to earn income
might cover. A character who uses their Thievery skill to earn The money you earn from this check might represent a weekly
income might be casually picking pockets in taverns, or wage if you work in someone else’s service. Or it might
engaging in sleight-of-hand to win at cards or pilfer stalls at the represent money earned from different clients, or as advances
local market. But they might also hire themself out to assist a or installment payments if you hire yourself out on a freelance
locksmith, jeweler, or master clockwork creator. Working using basis. Whether you find a place as a tavern performer with a
Athletics checks can cover all kinds of manual labor, Expertise Musician check, take work as a wagon carter with an Athletics
checks can be used by a character doing contract research for a check, or craft alchemical reagents and items with an Alchemist
sage or guild, and Nature checks might be apropos for hunting, check, the money you earn is the same.
trapping, or guiding. Circumstances might limit the amount you can earn for a
The amount you earn for daily labor depends on your skill specific job. If you are hired on as a caravan guard, a DC 15
check. Soldier check likely gains you a position as head guard and a
preferential rate of pay. But even with a check of 25 or higher,
the merchant you’re working for might have no budget to pay
DAILY EARNINGS
you what that check might otherwise entitle you to. However, a
Check Result Daily Earnings check that high can certainly help spread your reputation
10 1 gp among other merchants, which might lead to other offers of
15 1d6 gp employment or adventuring opportunities.
20 2d6 gp
25 3d6 gp Easy Money
With a result of 10 or higher, your earnings of 1 gp per day are Under certain circumstances, you might not need to make checks to
the same as those of an untrained hireling. A result of 15 or earn income during downtime if you have regular income from
higher lets you earn the average rate for a trained hireling. As another source — for example, if you have a patron or organization
with all skill checks, a partial success might see the GM lessen financing your adventuring exploits, or if you take long-term service
the amount you earn, or add a complication to the check. You with a gentry, freelord, duke, or other powerful figure. In such cases,
the GM can use the numbers in this section as a guideline to
can’t take 10 on a personal skill check made to earn income.
determine the level of such earnings.
Transportation and Services (226)
Chapter 6/Skill Checks without Rolls (107)
The amount you can potentially earn for a personal skill check is
limited by logic and your surroundings. A stellar check result of
25 for a musical performance in an isolated hamlet can’t earn
you the expected rate for that check if the people applauding
you don’t have access to that much ready cash. Likewise, the
best Sailor check in the world won’t earn you anything while
Each item you can craft has a minimum DC for the appropriate When an item requires multiple weeks of work to craft, those
personal skill check, reflecting the higher level of skill required weeks don’t need to be consecutive. As long as the partially
to craft things like armor, weapons, alchemical items, and magic. created item isn’t damaged or spoiled, the work can be
If your check is a clear failure for that DC, you make no progress continued at any time.
on your crafting and earn no income. When you succeed on a
check for crafting, start in the “Number of Items Per Week”
column of the table. If the result of dividing the number of items
by each item’s cost in gp is greater than 1, that result is the
number of items you make in that week.
Chapter 6/Personal Skill Groups (145)
A character who uses the Alchemist personal skill group
likes to stock up on alchemist’s fire during campaign
downtime. For each week of downtime, she makes an
Alchemist check to attempt a successful week of work. With
a DC 20 check that gives a clear success for “50/gp cost,”
the number of flasks of alchemist’s fire the character can
To Market, To Market
The discussion of crafting items assumes a simple breakdown of
expenses based on the cost of the item on the open market. One-
half of that cost is expenses involved in crafting. The other half is the
wages or net income of the character crafting the item. When a
smith forges and finishes a greataxe (cost 20 gp), 10 gp of that cost
is materials (iron for the blade, wood and leather for the haft) and
overhead (rent or mortgage payments on the smithy, fuel for the
forges, wages for an assistant). The other 10 gp represents the
smith’s wages for the labor involved in forging, tempering, honing,
and finishing the weapon.
Backpack
Equipment A backpack is typically made of leather or waterproof canvas.
This section details some of the most common equipment, Worn on the back and secured by shoulder straps, it features
tools, goods, and services that adventuring characters can seek multiple pockets and pouches, as well as outside tie-downs that
out for purchase or hire. For items not found here, the GM can other objects can be lashed to.
use items of similar worth or construction to determine a price.
Pricing and details for weapons and armor are found in CONTAINER CAPACITY
“Chapter 9 — Combat.”
Container Volume1 Maximum Weight
Chapter 9/Armor and Armor Groups table (241) Backpack2 1 foot on each side 30 pounds
Chapter 9/Weapons and Weapon Groups table (276) Barrel 2 feet on each side/40 400 pounds
gallons
Fast-Start: equipment Basket
Bottle
1 foot on each side
2 pints (1/4 gallon)
40 pounds
Bucket same northerly bearing, helping you stay oriented even in bad
weather that prevents observation of the sun, moon, or stars.
A sturdy bucket can be made of light metal or metal-banded
wood.
Crowbar
Caltrops A crowbar is a strong length of iron or steel with one tapered
end. It can be used to pry open locked doors or sealed chests,
A caltrop is a four-pronged iron spike, crafted so that one to crack the lid off a sarcophagus, to help break a chain, and so
sharpened prong faces up no matter how it comes to rest. You on. It grants advantage on Athletics/slam checks made for such
scatter caltrops on the ground in the hope that your enemies purposes.
step on them or are forced to slow down to avoid them. One
bag of caltrops covers an area 10 feet across. A crowbar can be treated as an improvised weapon that deals
1d6 bludgeoning or piercing damage.
The GM determines an appropriate Perception check to spot
caltrops, depending on the environment and circumstances. Chapter 9/Improvised Weapons (285)
Creatures who can observe caltrops can ignore them by treating
their area as difficult terrain. Each time a creature moves into an Earplugs
area covered by caltrops they aren’t aware of, they step on them Usually shaped of wax and cotton, reusable earplugs can be
to take 3d4 piercing damage, making a DC 15 Reflex saving worn in areas of noise or where sound might trigger harmful
throw for half damage. They must then treat the area as difficult effects. While wearing earplugs, a character has advantage on
terrain or step on caltrops again. saving throws against becoming hearing disoriented, and
Chapter 7/Difficult Terrain (168) against effects that only affect creatures who can hear them.
Chapter 9/Saving Throws (245) Appendix B/Disoriented (A9)
Caltrops are sharp enough to pierce even steel-toed boots and
similar footwear. The GM might determine that very small or Firewood
unusually thick-skinned creatures are able to safely move Firewood for purchase is dried, split, and bundled to make it
between caltrops or ignore their effect. easy to pack.
Candles Flask
Made of beeswax or tallow, a candle sheds dim light in a 5-foot A flask is typically made of glass, ceramic, or metal, and holds 1
radius and burns for 1 hour. Tallow candles produce a smoky pint of liquid. It has a tight lid or stopper that prevents its
flame, but beeswax burns cleanly. contents from leaking out.
Chest Inkpen
Constructed of strong wood reinforced with bands of iron or This stylus shaped of wood or quill is set with an absorbent nib
bronze, a chest has a hinged or double-latched lid and can that draws ink into a reservoir for writing on paper or parchment.
usually be sealed with a lock. An inkpen can be used to write on other surfaces, but with
unpredictable results.
Compass
This palm-sized concave disk carved of wood or bone features a
finely balanced needle charged by lodestone. When the
compass is carefully held, the needle points always along the
Jug Mirror
This basic ceramic or glass jug is fitted with a stopper and holds Made of polished steel or silvered glass, a mirror is an essential
1 gallon of liquid. implement for grooming and for checking wounds in hard-to-
see locations. It can also be used to peer around corners, reflect
Lamp, Common sunlight or lantern light to signal at a distance, and safely look at
A lamp casts bright light in a 15-foot radius and dim light for an creatures who have a gaze attack. A glass mirror is more
additional 15 feet. It burns for 6 hours on a pint of oil. Lamplight susceptible to breakage than a steel mirror, and is usually
is better than torchlight for reading or searching, but a lamp’s wrapped in protective cloth for storage.
oil can spill easily. You can carry a lamp in one hand. Appendix A/Gaze Attacks (A4)
Oil, Lamp
Lantern, Bullseye A pint of oil burns for 6 hours in a lamp or lantern, or can be
This sealed lantern features a polished interior and a shutter that used to soak the cloth needed for six torches. A pint of oil can
can be opened to release a broad field of light in one direction. also be poured onto the floor or an area of ground to cover an
A bullseye lantern casts light in a cone that is 120 feet long and area 5 feet across. If you light it, the oil burns until the end of
120 feet wide at its end, casting bright light in the first 60 feet of your next turn. Each creature who enters the area or starts their
the cone and dim light to 120 feet. It burns for 6 hours on a pint turn there takes 1d4 fire damage (maximum once per round). A
of oil. You can carry a bullseye lantern in one hand. creature can use a standard action to stamp out or smother the
flames.
Lantern, Hooded Chapter 9/Round-by-Round Effects sidebar (253)
This sealed lantern has shuttered sides that are raised all at
once. It casts bright light in a 30-foot radius and dim light for an As a standard action, you can wrap a flask of oil in a burning rag
additional 30 feet, and burns for 6 hours on a pint of oil. You can or fit it with a burning fuse. You then make an Athletics/throw
carry a hooded lantern in one hand. check as a standard action to throw the oil, with a DC
depending on distance and circumstances. With a successful
Lock check, the oil lands and breaks at the spot you intend, then
burns as above.
Padlocks can be found in all shapes and sizes, and are opened
and closed with metal keys of various designs. Without the key, Paper
a lock can be picked with a successful Thievery/open locks
check, or can be broken with a successful Athletics/slam check. The most common medium for writing, paper is made from
The more expensive the lock, the harder it is to open or break. wood pulp fiber, cotton, or other plant-based materials. Paper is
typically light brown or yellow in color, and its surface is rough.
Chapter 6/Athletics (112) Bleached white or finer quality paper is typically twice the usual
cost.
Marbles
These small spheres of carved stone or cast glass can be Parchment
scattered across a floor or other hard surface to impede More durable than paper, parchment is animal hide that has
movement. One bag of marbles covers an area 5 feet across, been specially prepared for writing. Parchment is thicker and
turning that area into difficult terrain. Any Medium or smaller heavier than paper, but is resistant to tearing and water
bipedal creature moving through the area must succeed on a damage. The ink used to write on parchment isn’t automatically
DC 15 Acrobatics/agility check or go prone. Large creatures waterproof, however.
have advantage on the check, as do creatures with four legs.
Huge and larger creatures, as well as creatures with more than Pick, Miner’s
four legs, are unaffected by marbles except at the GM’s
determination. Built for digging and cracking rock, this heavy pick is durable
but not built for combat. If used as a weapon, a miner’s pick is
Chapter 7/Difficult Terrain (168) an improvised weapon that deals 1d6 piercing damage.
Chapter 6/Acrobatics (110)
Appendix B/Prone (A10) Chapter 9/Improvised Weapons (285)
Alchemist’s Fire substances can be freely collected in areas where they are
naturally found by characters with the skill to recognize them.
This potent substance explodes in flame when exposed to air, But they are also commonly available as alchemically processed
and is typically hurled so as to break its flask and ignite it. As a powders, tinctures, salves, and more that increase effectiveness,
standard action, you make an Athletics/throw check to throw eliminate impurities, and allow for longer storage. Available
alchemist’s fire, against a DC set by the GM depending on compounds include analgesics, healing herbs, anti-
distance and circumstances. With a successful check, the flask of inflammatories, contraceptives, antifungals, antiparasitics,
alchemist’s fire lands and breaks at the spot you intend. soporifics, and sedatives. The cost of any medicinal compound
When the flask of alchemist’s fire breaks, it explodes to fill an typically covers a one-month supply.
area 10 feet across with flame, burning until the end of the next
turn of the creature who threw it. Each creature who enters the Potions or Spellmarks
area or starts their turn there takes 1d6 fire damage (maximum A number of the most commonly sought-after potions and
once per round). A creature can use a standard action to strike spellmarks (including cure light wounds, cure moderate wounds,
at and smother the flames. lesser restoration, and magic weapon) are readily available for
Chapter 9/Round-by-Round Effects sidebar (253) sale in most areas.
Magic Grimoire/Potions and Spellmarks (ch. 2)
Antitoxin
Antitoxin helps to break down poison in the body and negate its Radiant Essence
effects. If you drink antitoxin, you have a d10 boon on Fortitude Radiant essence is a magical liquid created by the hallow water
saving throws against poison for 1 hour. spell, and damages undead creatures and fiends the same way
acid damages most other creatures. Treat a flask of radiant
Breathing Mask essence as a flask of acid for determining how it can be thrown
Lined with crushed charcoal and other alchemical compounds and the area it affects, but radiant essence deals 1d8 radiant
that can absorb noxious gases from the air, this breathing mask damage to undead and fiends only.
can be adjusted to cover the nose and mouth of most Small or
Magic Grimoire/Spells (ch. 1)
Medium creatures. While wearing the mask, a creature can
ignore nonharmful noxious odors, and has advantage on saving
throws against inhaled pestilence and poison, as well as other
Smelling Salts
airborne effects. The mask is of no benefit against effects that This vial of aromatic spirits is designed to shock sleeping or
specify a creature is affected even if they hold their breath. unconscious creatures awake with its pungent scent. Whenever
an unconscious creature can be woken as a standard action,
After being used for 1 hour in total, the mask must be replaced.
they can instead be woken by a creature waving smelling salts
before them as a minor action.
Evenlamp
Smelling salts are exhausted after ten uses.
An evenlamp can be created from any object that has a
continual flame spell cast upon it, but these items are typically a
short rod of metal or wood that can be held or placed into a
Smokestick
sconce. Once continual flame is cast, an evenlamp casts bright This alchemically treated wooden stick instantly ignites when it
light in a 20-foot radius and dim light for an additional 20 feet. strikes a hard surface, creating thick, opaque smoke that fills an
An evenlamp usually glows for 3 days (the default level at which area 10 feet across. As a standard action, you make an
continual flame is cast), after which its magic fades away and the Athletics/throw check to throw a smokestick, against a DC set by
object is consumed and reduced to a corroded husk. the GM depending on distance and circumstances. With a
successful check, the smokestick lands and ignites at the spot
Magic Grimoire/Spells (ch. 1) you intend.
Life Draught The smoke obscures all sight, including darkvision, to grant
concealment in its area. The stick is consumed at the start of the
This herbal alchemical concoction was first created by the elves, next turn of the creature who activated it, with the smoke
and is commonly found in lands where healing magic is rare. clearing at the end of that turn in still air. A moderate (11 miles
You drink a life draught as a minor action, after which you per hour) or stronger wind dissipates the smoke immediately
restore 2d4 hit points at the start of your next turn as the after the stick is consumed.
draught heightens your body’s natural healing ability.
Chapter 7/Winds (176)
If you have taken critical point damage, the first time you imbibe
Appendix A/Darkvision (A3)
a life draught, its healing doesn’t impose a penalty to your
critical point maximum. If you subsequently take another life
draught before your critical points have been restored to your
Sunrod
current maximum, doing so imposes a −1 penalty to your critical This 1-foot-long iron rod has a tip coated in gold-colored
point maximum, just as making use of magical healing does. alchemical alloy, which glows brightly when struck against a
solid surface as a minor action. A sunrod casts bright light in a
Chapter 9/Magical Healing (257) 30-foot radius and dim light for an additional 30 feet. It glows for
6 hours, after which the tip is burned out.
Medicinal Compounds
The therapeutic power of certain herbs, seeds, barks, plant- Tanglefoot Bag
extracted oils, and other natural substances is well documented This canvas bag is filled with a potent alchemical glue and
among apothecaries, healers, midwives, and surgeons. Such designed to rupture when it strikes a solid surface. As a standard
action, you make an Athletics/throw check to throw a tanglefoot Radiant essence (1-pint flask) 5 gp 1 lb.
bag, against a DC set by the GM depending on distance and Smelling salts 1 gp —
circumstances. With a successful check, the bag lands and Smokestick 5 gp 0.5 lb.
breaks at the spot you intend. Sunrod 2 gp 1 lb.
When the bag lands, it bursts to cover an area 10 feet across. Tanglefoot bag 5 gp 4 lb.
Any creature in the area when the bag hits must succeed on a Thunderstone 5 gp 1 lb.
Reflex saving throw (challenge throw +7) or be restrained. Each Tindertwigs (10) 1 gp —
creature who subsequently enters the area or starts their turn 500 No weight worth noting, or not an item that is carried.
there must succeed on a Reflex saving throw (challenge throw
+2, maximum once per round) or be restrained. Even for
creatures not restrained, the area of the tanglefoot bag is
Specialized Tools and Equipment
The nature of adventuring requires specialized equipment, and
difficult terrain.
sometimes inspires characters to use mundane equipment in
Chapter 7/Difficult Terrain (168) ways beyond its typical use by other folk.
Appendix B/Restrained (A11)
Tools that allow characters to make skill checks (from high-end
A creature affected by a tanglefoot bag can escape its grip and thieves’ tools to artisan’s tools or a mundane crowbar) are
end the restrained condition with a successful DC 17 crafted at the same high level of quality as combat-ready
Athletics/slam or Acrobatics/escape check. A stuck creature weapons and armor. It is possible to use tools of lesser quality
doused in strong alcohol has advantage on checks to break free. to make skill checks, or even to use improvised tools if the
An application of universal solvent to a stuck creature dissolves proper tools aren’t at hand. But checks made with lesser-quality,
the alchemical goo immediately. The glue otherwise becomes damaged, or improvised tools are typically made with
brittle and fragile after 2d4 rounds, cracking apart and losing its disadvantage.
effectiveness.
Abacus
Magic Grimoire/Wondrous Items (ch. 2)
This counting and calculation device consists of a wooden
Huge or larger creatures are unaffected by a tanglefoot bag. A frame, within which sliding beads are set on vertical dowels. Wit
tanglefoot bag doesn’t function in an airless environment, proper training, an abacus lets you perform both basic
including underwater. arithmetic and complex mathematical calculations.
Climber’s Kit to submerge. Blowing up the vest takes 1 minute, and it can be
deflated as a minor action.
Consisting of boot spikes, special gripping gloves, and a
harness that can be used to support your weight, a climber’s kit
is designed to aid climbing on tricky or difficult surfaces — a
Grappling Shaft
wall of ice, crumbling stone, an overhang, and so forth. Using a This reusable hollow steel arrow or crossbow bolt has a
climber’s kit on such a surface grants advantage on balanced grappling hook at its head and a fixed loop partway
Acrobatics/climb checks, but the kit is of no benefit on regular up the shaft to which a rope can be attached. Whenever you
surfaces. would make an Acrobatics/handle rope check to throw and
attach a grappling hook, you can instead shoot a grappling shaft
Chronometer, Fixed with a bow or crossbow, reducing the difficulty of the check by
one category if you are shooting with hempen rope, or by two
A large tower of clockwork gears and pistons encased in wood categories if you are shooting with elven rope or silk rope.
and glass, a fixed chronometer is meant to be installed at a
single location and to accurately track the passage of time at Chapter 6/Acrobatics (110)
that location over days, weeks, and months. A fixed
chronometer is accurate enough to track movement and Healer’s Kit
position at sea, far beyond sight of land. This leather pouch holds unguents and salves, healing herbs,
analgesics and sedatives, gauze and bandages, sterilizing spirits,
Chronometer, Portable and other materials useful to the healer’s arts. The first time you
Small enough to be carried in a pack, this clockwork device make any Healing check on a creature (including yourself)
allows its user to track the passage of time by day or night. A before the end of that creature’s next long rest, using the
portable chronometer is as accurate as a sand timer but can be healer’s kit grants advantage on the check. A healer’s kit is
easily set for different measures of time. Using it for more than exhausted after ten uses.
few days requires regular recalibration.
Hunting Trap
Marking time The two steel half-rings of this trap are locked open when it is
set, and slam together under the force of a powerful spring
Chronometers and timekeeping candles make it easy to reckon the
passing of time. However, such devices are used mostly by when it is triggered. You use a standard action to set the trap,
alchemists, metalsmiths, and other crafters who require precise which is typically hidden within leaves, grass, or detritus, and
timing for the processing and preparation of formulas, reagents, which is attached by a short chain to a tree, a spike driven into
acid baths, tempering, and the like. Cities and fortresses might use a the ground, or some other immobile object. The GM
fixed chronometer to maintain the schedule of the watch, with bells determines the DC to spot the concealed trip.
sounding out at regular intervals to mark the changing of the guard. When a creature steps on the trap’s pressure plate, the trap
But merchants, workers, traders, and other folk consistently ignore slams shut, and the creature must make a DC 15 Reflex save. On
such artificial divisions of time to direct their lives according to the a failed save, the creature takes 1d4 bludgeoning or piercing
cycle of the day and night, shifting at its familiar pace from one
damage (depending on whether the half-rings are flat or set
season to the next.
with spikes) and is restrained. While restrained, the creature can
move only as the trap’s chain allows. The trap can be forced
Disguise Kit open with a successful DC 18 Athletics/slam check, freeing the
A small leather case holding makeup, various dyes, hairpieces, trapped creature.
and the spirit gum to attach them, a disguise kit is useful for Appendix B/Restrained (A11)
changing your appearance. When you use a disguise kit while
making a Stealth/disguise check, you can affect a disguise in the Incense
minimum amount of time, as determined by the GM. A disguise
This sweet-smelling incense is burned in a censer or thurible for
kit is exhausted after ten uses.
meditation or ceremonies.
Chapter 6/Stealth (140)
Ladder
Fishing Net This sturdy, 10-foot wooden ladder can be used to climb walls
Woven and knotted from fine cord, a fishing net is 5 feet on a or serve as a makeshift short bridge.
side and ideal for use in waters where fish school in large
numbers. Manacles
Manacles are designed to bind the limbs of a Small or Medium
Fishing Tackle creature, and are sealed with a separate lock. In addition to the
Lines, lures, and hooks make up this fishing tackle kit, which is lock being picked, a bound creature can escape from manacles
stored in a small cloth pouch. with a successful Acrobatics/escape check, or the manacles can
be damaged and eventually broken with successful
Flotation Vest Athletics/slam checks. The DC for these checks depends on the
This large leather vest is made to be worn over clothing or quality of the manacles.
armor, and features inflatable bladders sewn into expanding Damaging Objects (230)
side pockets. While you wear the vest with its bladders inflated,
Manacles made to bind larger or smaller creatures are at least
you have advantage on Endurance/swim checks made to stay on
double the price of typical manacles, as determined by the GM.
the surface of the water, but you have disadvantage on checks
Musical Instrument that most spell component pouches are designed to be securely
attached and difficult to remove.
A character who has a personal skill involving musical
performance can select from a number of durable and easily
carried wind instruments (including the flute, recorder, pipes, or
Spellbook, Wizard’s (Blank)
oboe) or stringed instruments (the lute, mandolin, bandora, and This leather-bound tome is ready to be filled by an arcanist’s
so forth). Workable instruments can be found at relatively low archived spells. The spellbook’s one hundred pages are high-
cost, but premium-quality instruments are more expensive. quality parchment, prepared in such a way as to prevent the
complex magical notation of arcane spells from fading or
Oil, Aromatic blurring with time.
Stored in vials and available in a wide range of natural and Chapter 10/Spellbooks sidebar (326)
alchemically enhanced scents, aromatic oil can be added to a
pint of lamp oil to create a sweet scent while burning. Aromatic Thieves’ Tools
oil can also be used as an insect repellent, or to try to disrupt a This nondescript leather case is filled with an array of picks,
scent trail to prevent tracking. skeleton keys, pries and pliers, wedges and shims designed for
the testing and bypassing of locks and traps with a
Perfume Thievery/open locks or Thievery/handle traps check. Making
A vial of fine scent can help show others your dedication to the such checks with improvised tools imposes disadvantage on the
finer things in life — or can help hide how long it’s been since check.
your dungeon delving has allowed you to bathe.
Wax, Beeswax
Periscope This yellow-to-light-brown wax is useful for waterproofing,
This one-foot-long, glass-mirror periscope lets you easily see sealing canned food, and lubricating axles, hinges, drawers, and
around corners and other obstacles. other objects.
Sand timer
Scale, balance
1 gp
5 gp
1 lb.
3 lb.
Cane
Sewing kit 5 sp — A straight length of wood, bone, or light metal, a cane provides
Signet ring 5 gp —
support for balance and stability while moving. Typically 2 to 3
Spell component pouch 5 gp 2 lb.
feet long when sized for a Small or Medium character, a cane
might end in a single base point or in a pronged base with three
Spellbook, wizard’s (blank) 5 gp 3 lb.
or more feet for extra stability.
Thieves’ tools 10 gp 1 lb.
Wax, beeswax 1 sp 1 lb. A cane isn’t strengthened and weighted for combat like a club.
Wax, sealing 1 gp 1 lb. If used to attack, a cane is treated as an improvised weapon that
— No weight worth noting, or not an item that is carried. deals 1d4 bludgeoning damage.
1. Items made for Small characters typically weigh 3/4 to 1/2 of the Chapter 9/Improvised Weapons (285)
indicated weight.
Cane, Long
Fast-Start: Magical Gear A long cane is a narrow shaft of light wood, metal, or bonded
A wide range of potions channel the power of protection, healing, wood and sinew. Typically 5 to 10 feet long when sized for a
and combat prowess, and are inexpensive enough to make them Small or Medium character, long canes are sometimes length-
indispensible gear for many starting adventurers. Each package has adjustable for indoor and outdoor use. A character familiar with
a fixed cost that comes out of your 150 gp starting wealth, with each the cane’s use can sweep it to observe the area around them if
potion also available as a spellmark at the same price. that area can’t be observed by sight or other senses, allowing
The CORE20 Magic Grimoire has full information on potions and the character to overcome the effects of concealment or total
spellmarks, and on the spells these items channel. concealment. Specialized training is usually required to use a
long cane.
Combatant Magic Package
Cost: 20 gp Chapter 9/Cover and Concealment (306)
Characters who spend a lot of time in combat can use magic to
boost their attacks, and to help them heal up afterward. This Crutch
package consists of two potions of cure light wounds and two Whether used singly or as a pair, a crutch aids a character’s
potions of magic weapon. balance while moving by transferring weight from the legs to the
Magic Grimoire/Spells (ch. 1) • Potions and Spellmarks (ch. 2) upper body. Typically crafted to support the body under the
arm or with the forearm and hand, a crutch allows a character to
Healer Magic Package move without putting weight on one leg.
Cost: (20 gp)
Some characters like to always have healing at the ready, whether False Teeth
for themself and their allies. This package consists of four potions of Carved of bone or ivory, false teeth replace a full or partial
cure light wounds. range of teeth in a character’s upper or lower jaw. False teeth
are attached to a plate that fits firmly to the gums or palette,
Defensive Magic Package and must be custom fitted to the character wearing them.
Cost: 20 gp
For characters who like to stay on the defensive in combat — or to Fidget Gadget
stay out of the fight altogether — magic can provide a needed
edge. This package consists of one potion of expeditious retreat, This small device is crafted with numerous moving parts that can
one potion of mage armor, and two potions of shield of life. be engaged individually or in concert with each other. It
provides an aid to concentration and can alleviate distraction or
Alternatively, if you wear armor, this package consists of one potion
of expeditious retreat, one potion of force shield, and one potion of anxiety.
shield of life.
Glass Eye
Carved of glass and finished with paint, inscription, or metal leaf,
Assistive Gear this artificial eye can be fitted to a character who is missing an
Characters requiring aid with specific tasks — or who want to be eye, replacing that eye for cosmetic purposes. A glass eye must
prepared to assist others who have such needs — can avail be custom crafted to the character requiring it, and can be
themselves of a broad range of mobility, accessibility, and finished to resemble a natural eye or with a wholly unique look.
sensory aids.
Grabber
Brace This sturdy hollow pole of wood or light metal has a movable
Crafted in a variety of shapes and sizes of leather or heavy cloth, handle at one end, an arrangement of movable claws at the
and reinforced with bone or wood, a brace is used to stabilize other, and a length of wire running inside it that connects
and support a joint. Braces are usually fitted to a specific joint handle and claws. When the handle is manipulated, the claws
(elbow, shoulder, knee, wrist, and so forth) or within boots, tighten to allow a character to grab or manipulate an object at a
shoes, gloves, or clothing to apply pressure and support distance.
movement.
Grabbers can range from 1 or 2 feet in length for light domestic
Braces can be made to specifically fit the varying anatomies of duty, to 10 feet long or more for dungeon delving and other
characters of different lineages, animals, and other creatures, or activities where distance lessens risk. Longer versions often fold
can be made adjustable to accommodate a wide range of up for easier carrying when not in use. You can’t undertake any
creatures. activity with a grabber that requires a skill check.
Walking stick
Walking frame
10 sp
1 gp
5 lb.
5 lb.
Hot Weather Outfit
Wheelchair 10 gp 30 lb. A hot weather outfit includes a light tunic, a protective hat, a
headscarf that can cover the face, and a sleeveless, loose-fitting
— No weight worth noting, or not an item that is carried.
cloak designed not to restrict airflow around the body as an aid
1. Items made for Small characters typically weigh 3/4 to 1/2 of the
to keeping cool. The light shoes that come with the outfit have
indicated weight.
2. Depending on size and materials.
heavy soles that can endure hard travel. This outfit allows a
character to endure hot weather without needing to make
Endurance/subsist checks.
Clothing Chapter 7/Weather and Temperature (176)
Your character’s starting equipment includes a set of clothing,
chosen from among an artisan’s outfit, entertainer’s outfit,
explorer’s outfit, laborer’s outfit, scholar’s outfit, or traveler’s
Laborer’s Outfit
outfit. This clothing is taken at no cost, and doesn’t count This simple outfit includes sandals or boots, loose breeches, a
against the weight a character can carry while it is worn. shirt, and an overtunic tied with sashes or a leather belt. The
Characters who wish to own additional types of clothing can outfit is designed to give you maximum mobility, and to stand
purchase that clothing. up to hard labor.
Bread Meat
Baked using flours of wheat, oats, barley, rye, and other grains, Depending on the season and the territory, the menu at a meat
bread is a staple food for folk from all walks of life. market might include beef, mutton, poultry, goat, horse, pork,
or more unusual fare. Fresh meat must be prepared or
Cheese processed quickly to avoid spoilage.
Hard and soft cheeses are produced from the milk of cows,
goats, sheep, and other animals, and are favored for their Meat, Dried
tendency to spoil relatively slowly. Meat that is salted and dried to prevent spoilage can last for
months if stored properly.
Confections
Fudge, rock candy, caramel, fruit tarts, cookies, cakes, pastries, Mushrooms
and other sweet treats are readily available in most settlements, Edible mushrooms come in seemingly endless varieties, from
but are often more expensive in areas where spices and sugar common button mushrooms to oak mushrooms, oyster
are hard to come by. mushrooms, snow puffs, girolles, hen of the woods, and many
more. Though they hold only modest nutritional value, fresh or
Eggs dried mushrooms are added to cooking for their flavor and
More resistant to spoilage than fresh meat, eggs are most health benefits.
commonly sourced from domesticated poultry or waterfowl.
Nuts and Seeds
Fruit With a long storage life when properly prepared, hazelnuts,
Different fruits are available on a seasonal basis in most parts of macadamias, pecans, walnuts, almonds, pine nuts, sunflower
the world, including apples, baobab, dates, pears, figs, seeds, pumpkin seeds, and many more varieties of nuts and
breadfruit, berries, oranges, bananas, and more. Because they seeds are a staple dried food throughout the world.
spoil quickly, fresh fruits are generally only available in the areas
in which they are grown. Rice
Whether cultivated or wild, rice is one of the world’s most
Fruit, Dried common cereal grains, and a staple foodstuff in most
Dried fruits can be stored for long periods without spoiling, and marketplaces.
are thus easier to find out of season and in far-flung locations.
Vegetables, Fresh
Herbs and Spices Lettuce, cabbage, kale, tomatoes, maize, peas, eggplant, and
Common herbs and spices are inexpensive and readily available other fresh vegetables are available in most marketplaces on a
in most markets, with imported spices increasingly expensive seasonal basis.
and difficult to obtain in smaller settlements.
Vegetables, Squash and Root
Inn Stay From potatoes to carrots, cassava, beets, yams, taro, onions,
Poor accommodations at an inn amount to a place on the floor pumpkin, gourds, and more, squashes and root vegetables are
near the hearth, with a blanket that is warm but has been much known for their nutrition and long storage life.
used. Common accommodations consist of a place on a raised,
heated floor, and the use of a blanket and a pillow. Good Spirits
accommodations at an inn consist of a small, private room with Endless varieties of alcoholic spirits are created through the
one or two beds, a closet and chest of drawers, and access to fermenting and distilling of grains, fruit, and vegetables. Spirits
washing and a toilet. have a higher alcohol content than ale, beer, or cider.
Luxury inn accommodation is available in many cities, towns,
and specialty resorts, with pricing determined by the GM. Wine or Mead
Wine is fermented from grapes or other fruits, while mead is
Legumes fermented from honey. Both have a similar or slightly higher
Peas, beans, lentils, groundnuts, and other legumes come in alcohol content than ale, beer, or cider.
dozens of varieties, all of which can be stored indefinitely if
dried. FOOD, DRINK, AND LODGING
Fruit, dried 1 sp 1 lb. Training feat, and has disadvantage only on Acrobatics, Endurance,
Herbs and spices (1 ounce) 5 cp–1gp — and Stealth checks while wearing medium or heavy barding.
Inn stay (per day) Chapter 9/Armor Hindrance (240)
Good 1 gp —
Common 5 sp —
Poor 1 sp —
Camel
Legumes 1 sp 1 lb. With their ability to go long periods without water, camels are
Meals (per day) the most common mount and pack animal in deserts, arid
Good 5 sp — mountains, and other environments where water is scarce. A
Common 3 sp —
camel is a Large mount.
Poor 1 sp — Warcamels have been trained for battle, and can be ridden
Meat 5 sp 1 lb. more easily in combat than regular riding camels. However,
Meat, dried 1 gp 1 lb. even a warcamel typically refuses to enter dungeons and other
Mushrooms (fresh or dried) 1 sp 1 lb. dark or threatening places.
Nuts and seeds 1 sp 1 lb.
Chapter 9/Mounted Combat (308)
Rice 5 cp 1 lb.
Vegetables, fresh 5 cp 1 b.
Vegetables, squash and root 2 cp 1 lb.
Dog, Trained
Spirits (bottle) 3–5 gp 1.5 lb. Dogs are commonly trained to guard and protect other
Wine or mead creatures or specific locations, to track creatures by scent, to aid
Common (pitcher) 2 sp 6 lb.
characters requiring sensory or physical assistance, and many
Fine (bottle) 1–3 gp 1.5 lb.
other tasks. A trained dog easily responds to the commands of
the creature who cares for them.
500 No weight worth noting, or not an item that is carried.
Chapter 6/Handling Animals, Monsters, and Mounts sidebar (131)
Mounts and Related Gear
Though few characters can afford it when starting out, owning a Dog and Pony Show
riding horse or a wagon and a team to pull it can make travel — Canines and horses were both independently bonded with by
and carrying vast amounts of loot — much easier. multiple worldborn lines in prehistoric times, beginning with the
goblins’ domestication of wolves and the essaruks’ taming of ponies
Barding in both those peoples’ original homelands. As such, dogs and
horses are by far the most common trained animals in the world.
Barding is a type of armor that covers the head, neck, chest, However, depending on the locale of the campaign, the nature of
body, and sometimes legs of a mount. Barding styled after the campaign story, and the desires of players and characters, any
medium or heavy armor provides better protection than light animal, monstrous arthropod, or nonsapient wondrous beast can be
barding, but at the expense of what other gear a mount can trained as a guard, a tracker, a service creature, or a mount, in
carry. Barding can be made of any of the armor types found on consultation with the GM.
the “Armor and Armor Groups” table, and bestows the same Chapter 2/Intelligent and Sapient Creatures sidebar (30)
bonus to defense. Barding has the same cost and weight as
armor, except as increased for larger creatures.
Dog, Riding
Chapter 9/Armor (240); Armor and Armor Groups table (241);
This large-breed dog specially trained to carry a Small
Chapter 9/Armor Size (242)
worldborn rider, and to be ridden into combat. A riding dog is a
Just as with armor, barding that is being worn doesn’t count Medium mount.
against the weight a mount can carry, and doesn’t affect the
mount’s speed. However, a mount in light barding can carry Donkey or Mule
their rider plus saddlebags, while a mount in medium or heavy
Donkeys and mules are stolid in the face of danger, hardy,
barding can carry only their rider. Flying mounts can’t fly in
surefooted, and able to carry heavy loads over long distances,
medium or heavy barding.
making them the preferred choice for a pack animal. Unlike a
Barding is typically only worn when combat is expected, and horse, a donkey or a mule is willing (though not eager) to enter
removing and fitting barding takes five times as long as dungeons and other dark or threatening places.
removing and fitting armor. Mounts who wear barding all day —
and especially mounts forced to sleep in barding — can develop Elephant
sores and chafing, and might be weakened at the GM’s
The largest land animals, elephants are domesticated in many
determination.
parts of the world for labor, for pulling vehicles, and for use as
Chapter 9/Putting On and Taking Off Armor (243) mounts. In addition to a specialized saddle, an elephant can be
Appendix B/Weakened (A12) trained to carry a lightweight canopied seating platform that can
carry two to four Medium creatures, and which costs the same
Barding Training as a specialized saddle.
A mount can be trained to handle wearing barding well enough, but
typically not to the specialized level of a character with the Armor Feed
Training feat. As such, a mount wearing barding is considered Camels, horses, and other Large herbivores can graze to sustain
untrained with that barding, and has disadvantage on any skill check themselves, but they do better with specialized feed (often
made using Strength, Dexterity, or Constitution. A companion including corn, barley, or oats) that provides more energy.
creature mount who gains adventuring feat slots can take the Armor Riding dogs and other naturally carnivorous Medium creatures
eat less but require food that is higher in protein, most Dog, trained 15 gp 50 lb.
commonly featuring meat, offal, or eggs. Dog, riding 50 gp 75 lb.
Elephant 200 gp 8,000 lb.
Chapter 7/Water and Food Minimum Requirements table (177)
Donkey or mule 25 gp 900 lb.
Feed (per day) 5 cp 1–20 lb.
Horse Horse
Commonly used as mounts and work animals, horses are found Horse, heavy 200 gp 1,800 lb.
in all areas of the world, often in varieties bred for their local Horse, light 75 gp 1,000 lb.
climate and geography. The costs in the table reflect the cost of Pony 30 gp 500 lb.
a trained riding horse. For pack and draft horses, reduce the Warpony 60 gp 500 lb.
cost by 25 gp. A horse is a Large mount. Warhorse, heavy 400 gp 1,800 lb.
A pony is smaller than a horse, and makes a suitable mount for Warhorse, light 150 gp 1,000 lb.
Small characters. A pony is a Medium mount. Saddle 10 gp1 25 lb.1
Saddle, military 20 gp1 30 lb.1
Warhorses and warponies have been trained for battle, and can
Saddle, pack 5 gp1 15 lb.1
be ridden more easily in combat than regular riding horses and
ponies. However, even a warhorse typically refuses to enter Saddlebags 4 gp1 8 lb.1
dungeons and other dark or threatening places. Stabling (per day) 5 sp —
Tack 2 gp1 1 lb.1
Chapter 9/Mounted Combat (308) — No weight worth noting, or not an item that is carried.
Saddle 1. This is the cost and weight for a Large mount such as a camel or
horse. Cost and weight are halved for a Medium mount, doubled for a
A standard saddle is sized for a Large creature such as a camel Huge mount, and quadrupled for a Gargantuan or larger mount.
or horse, and supports a single rider. Most saddles feature
straps and tabs to attach saddlebags and light gear.
Saddles must usually be specially crafted for unusual mounts
Vehicles and Watercraft
Most adventurers only ever need to hire or rent transportation
(including flying mounts and mounts with more than four legs)
from time to time. But if needs demand it, characters might find
or unusual riding arrangements (for example, a saddle specially
that purchasing a wagon, coach, boat, or ship makes more
designed to hold a rider and their companion creature). They
sense for long-term travel — or they might find themselves in
have the same cost and weight as a standard saddle.
possession of a vehicle or watercraft and looking to sell it.
Chapter 7/Companion Creature (198)
Land vehicles require the labor of creatures to pull them,
whether people, horses, camels, oxen, buffalos, or more unusual
Saddle, Military creatures. The speed of a land vehicle is determined by the
A military saddle is less comfortable than a riding saddle, but is creature or creatures pulling it, and the cost of the vehicle
designed to hold a rider in place. When riding a mount with a includes the necessary harness and rigging for such creatures.
military saddle, you have advantage on Nature/animal handling
Chapter 7/Overland Movement (170)
checks to ride your mount.
General varieties of watercraft can be found in a multitude of
Saddle, Pack different designs, including many local to specific regions.
Watercraft are usually focused on transporting either cargo or
A pack saddle holds gear and supplies, but not a rider. It holds
passengers, but can be customized to carry both in any
as much gear as a mount can carry.
combination.
Saddlebags Barge
This pair of leather packs are designed to be attached to a
This broad, flat-bottomed boat is used for transport along
saddle, and can be sealed against dust and rain.
canals, lakes, and slow-moving rivers. Typically 25 to 40 feet long
and 12 to 15 feet wide, a barge can carry 10 tons of cargo or 25
Stabling passengers. It is either poled in shallow water, rowed, or pulled
A fee for stabling includes a clean, dry stall for your mount, as by harnessed creatures along the shore. A barge moves at
well as grooming and proper feed. roughly 3 miles per hour.
Tack Coach
This essential gear for your mount includes bridle, halter, reins, A four-wheeled coach can transport as many as four people
grooming supplies, and all other necessary gear in addition to comfortably within an enclosed cab, plus two drivers and 250
your saddle. pounds of baggage or cargo. Two large creatures typically pull a
coach over short distances, with teams of four of more creatures
MOUNTS AND RELATED GEAR used for long-distance travel.
passengers or paddlers, or one paddler and 200 pounds of carries mostly passengers (typically soldiers) with a small amount
cargo. A canoe travels at about 4 miles per hour. of cargo, letting it maintain a speed of 5 miles per hour.
Siege Engines (225)
Canoe, Outrigger
Usually 15 to 30 feet long and 5 feet wide, this sturdy watercraft Sled
features a tapered bow and stern, and is set with one or two
A sled features an open or enclosed cargo deck on long
floating outriggers to lend stability in rough waters. With the
wooden or metal runners designed for moving through soft
help of its outriggers, this canoe can easily handle long sea
terrain. Sleds come in many variations and styles, including
voyages with crew of 5 to 10 paddlers, assisted by a single-mast
those designed for snow and ice, desert sand, and wet bogland.
sail, and carry up to 1,0000 pounds of cargo. An outrigger canoe
Two Large creatures or a team of smaller creatures typically pull
travels at about 5 miles per hour.
a sled.
Cart Wagon
This simple two-wheeled vehicle can be drawn by one or two
A wagon is a four-wheeled, open-box vehicle, designed to
creatures, depending on whether it carries a single passenger or
transport heavy loads or carry multiple passengers in
more weighty cargo. A cart can carry up to 500 pounds.
questionable comfort. Two Large creatures typically pull a
wagon.
Keelboat
This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few VEHICLES AND WATERCRAFT
oars to supplement its single mast and sails. It has a crew of
eight to fifteen and can carry 40 to 50 tons of cargo or 100 Item Cost Weight
passengers. It is sturdy and stable enough to make sea voyages, Barge 100 gp —
and can also sail down rivers thanks to its flat bottom. It moves Coach 100 gp 600 lb.
about 4 miles per hour. Canoe 25 gp 50 lb.
Canoe, outrigger 1,000 gp —
Longship Cart 15 gp 200 lb.
Keelboat 3,000 gp —
This 75-foot-long ship with forty oars requires a total crew of 50.
Longship 10,000 gp —
It has a single mast for its sails, and can carry 50 tons of cargo or
120 passengers. A longship is built for sea voyages and travel Rowboat 50 gp 100 lb.
along deep rivers, and moves about 8 miles per hour when Sailboat 250 gp —
under sail, or 4 miles per hour while being rowed. Sailing ship 10,000 gp —
Warship 25,000 gp —
Rowboat Sled 20 gp 300 lb.
Wagon 35 gp 400 lb.
Built in a wide variety of styles for different purposes and water
500 No weight worth noting, or not an item that is carried.
conditions, rowboats are generally 8 to 12 feet long, with a
pointed bow and square stern, and locked oars. A rowboat is
sometimes fitted with a triangular sail, not strong enough to Siege Engines
drive the boat on its own at any speed, but making rowing Siege engines include a number of outsized mechanical devices
easier. In addition to its rower, a rowboat holds two to four used throughout history to attack castles, fortresses, walled
Medium passengers or 500 pounds of cargo. A rowboat moves settlements, and other defensive emplacements. A siege engine
about 4 miles per hour. can be used to damage walls, buildings, ships, or any other
large structure or object.
Sailboat Siege engines are operated using checks with the Siege
Used for fishing, short-distance cargo hauling, and maritime Engineer personal skill group, with Dexterity or Intelligence the
courier services, sailboats range from 20 to 35 feet long, and ability score typically used for such checks. They aren’t weapons,
feature a multitude of designs and placements for their single- and skill with weapons is of no benefit when using a siege
mast sails. A sailboat is usually also fitted with oars for when the engine. A Siege Engineer check determines how forceful the
wind fails, or to navigate tight spaces. A sailboat can carry up to siege weapon’s strike is, and how accurately that strike lands for
1,000 pounds of cargo or fifteen passengers (including a crew of siege engines that fire a payload at a distance. The GM sets the
one to three), and moves at about 5 miles per hour. DC for the check depending on the strength of the object or
structure targeted, the distance to the target, weather and
Sailing Ship visibility, and so forth. On a clear failure for a check with a siege
Built for sea travel, this large ship is 75 to 90 feet long and 20 engine that fires a payload, the GM determines how badly that
feet wide, and has a crew of 20. It has two masts whose sails are payload goes off target, and what it might strike instead.
set in a variety of configurations, and can carry 150 tons of cargo Chapter 6/Personal Skill Groups (145)
or 300 passengers. A sailing ship moves about 2.5 miles per
A siege engine used at range has an effective range and a
hour when heavily loaded, 4 miles per hour with a moderate
maximum range, as noted on the “Siege Engines” table. When
load, or 5 miles per hour with a light load (including passenger
targeting at greater than effective range, the Siege Engineer
ships).
check to operate the engine is made with disadvantage. A
A warship is a sailing ship fitted with deck-mounted siege ranged siege engine can’t target objects beyond its maximum
engines, and has its hull reinforced as protection against siege range.
engine attacks from other ships and coastal settlements. It
Each siege engine has a typical minimum crew depending on drive a fixed arm into the air. A catapult payload typically weighs
the actions required to use the engine. It’s possible to operate a between 100 and 300 pounds.
siege engine with a smaller crew, but doing so forces the engine It takes two crew 1 minute to winch a catapult’s mechanism, two
to operate slower. or more crew (depending on the weight of the payload) 1
When a siege engine payload successfully strikes a target minute to load it, and one standard action to aim and release it.
structure, that structure is damaged or destroyed as the GM The Siege Engineer check to use a catapult can be made by a
determines, according to the guidelines in each engine’s write- character loading, winching, or aiming the catapult, as its
up. If a siege engine’s payload strikes a creature, that creature accuracy is a balance between payload, tension, and direction.
takes bludgeoning damage as the GM determines, using the In addition to its maximum range, a catapult has a minimum
guidelines in the engine’s write-up. range of 100 feet, owing to the need to arc its payload upward
before it comes down. A catapult can’t target objects within that
SIEGE ENGINES minimum range.
Effective Maximum Minimum A catapult can destroy most wooden structures, vehicles, or
Engine Cost Range Range Crew Weight ships with one successful strike, and can destroy stone buildings
Ballista 350 gp 120 ft. 240 ft. 2 400 lb. with two or more successful strikes. It deals 6d6 to 12d6
Bolts (10) 50 gp — — — 100 lb. bludgeoning damage to each creature it strikes directly,
Cannon 700 gp 300 ft. 600 ft. 3 1 ton depending on the weight of the payload. A catapult set with a
Shot (10) 75 gp — — — 250 lb. burning payload (typically a barrel of oil or pitch set alight
Charges (10) 150 gp — — — 50 lb. before being launched) can set fire to wooden targets it strikes.
Catapult 800 gp 200 ft. 400 ft. 4 3–10 tons
Ram 250 gp — — 10 1–2 tons Ram
This heavy wooden or iron pole is 30 feet long, set with handles,
and suspended by rope or chains from a movable scaffold. The
Ballista scaffold is usually set with wheels but can also be lifted and
A ballista resembles a huge heavy crossbow 5 feet across, which carried. It usually features a protective overhead-and-side
is mounted to a battlement, a ship’s deck, a wheeled platform, barrier that grants total cover to the ram’s crew.
and so forth. It takes a standard action to load a ballista’s special
heavyweight bolt, a standard action to aim it, and a minor action A crew of ten stands on either side of the ram, using the handles
to fire it. The character aiming the ballista makes its Siege to swing it back, then release it to strike a structure or barrier. It
Engineer check. takes ten or more creatures using a standard action in the same
round to pull back a ram and let it fly. One of those creatures
A ballista can badly damage wooden buildings, vehicles, and directs the operation and makes the ram’s Siege Engineer check
ships with one successful strike, but usually can’t damage stone to coordinate the crew’s actions, which determines how much
structures. It deals 3d8 bludgeoning damage to each creature it power the ram delivers on impact.
strikes directly. A burning ballista bolt (typically covered in pitch
and set alight before being launched) can set fire to wooden A ram can shatter most wooden barriers with one successful
targets it strikes. strike, and can shatter metal and stone barriers with two or more
strikes. It deals 3d6 bludgeoning damage to each creature it
strikes directly.
Cannon
Built using the same advanced alchemy as firearms, a cannon
uses an alchemical charge to fire a cannonshot — a heavy ball of
Transportation and Services
lead or iron — with great speed and destructive power. A Sometimes the best solution for a problem is to hire someone
cannon is typically 10 feet long and 2 feet across, and is else to take care of it. Even adventuring characters need
mounted to a battlement, a ship’s deck, a wheeled platform, specialized assistance from time to time, or to employ the labor
and so forth. It takes a standard action to load and prepare a of others in support of their own endeavors.
cannon’s alchemical charge, a standard action to load a
cannonshot, a standard action to aim the cannon, and a minor Coach or Cart Service
action to fire it. The character aiming the cannon makes its Coaches for hire transport people and light cargo between
Siege Engineer check. cities and towns along regular routes, and can be chartered for
Chapter 9/Firearm Group (280) trips to smaller settlements.
A cannon can badly damage or destroy wooden structures, Within a city or large town, a ride in a covered cart (usually
vehicles, and ships with one successful strike, and can damage pulled by a person) can be the fastest way to get around.
stone structures with one successful strike. It can often destroy a
stone structure with three or four successful strikes. It deals 4d8 Courier
bludgeoning damage to each creature it strikes directly. Whether mounted or on foot, couriers can be hired to carry
verbal messages, letters, and light parcels within and between
Catapult towns and cities. If quick delivery isn’t important, a courier will
A catapult consists of a massive throwing arm attached to a often work for half their usual rate, hoping to fit the delivery in
wheeled platform, usually 15 or 20 feet across, able to throw with another assignment to the same location. If a delivery is
large rocks or other heavy objects with great force. Different needed to an out-of-the-way location, a courier usually charges
types of catapult use different mechanisms for driving the double.
payload being thrown, including pulling back and releasing a
flexible spring arm, or raising and dropping a counterweight to
Flying Creatures
Most flying creatures can fly freely over long distances only while
carrying up to a medium load. A flying creature might be able to
make short aerial hops while carrying a heavy load, as the GM
determines.
Loose Objects
The rules for skills and spells sometimes make reference to ‘loose
objects.’ These are any objects that aren’t wielded, worn, or held by
a creature.
Feat Index
In this index, a gray background indicates a feat that has a secondary appearance under a particular category, but whose main write-
up is in another category.
You can hold your turn only if you have other actions still to use.
Start and End As such, if your minor action is your last action and you use it to
Many rules and effects in the game refer to the start and end of hold, you end your turn anyway.
a creature’s turn. The start of your turn is the point when your
character’s place in the initiative order comes up but you
haven’t acted yet. Anything that happens at the start of your
Combined Actions
turn happens before you take any actions. The end of your turn Though the length of a round isn’t fixed at 10 seconds exactly,
is the point immediately after you take and resolve your last the GM can rule that certain combinations of actions and
action. Anything that happens at the end of your turn happens movement coordinated between different creatures can’t be
after your character has done everything else they can do. performed in 1 round if those actions would reasonably take
more than 10 seconds. This can include situations where a
number of creatures are each holding their turns until other
Holding Your Turn creatures complete their actions — for example, multiple
When a creature’s turn comes up in the initiative order, they characters holding to try to use a single magic item on the same
typically take all their actions before the next creature takes their turn by passing it around.
turn. But under certain circumstances, a creature might wish to
hold their turn because they want to respond to what an enemy
does, to wait for allies to act before they do, or to extend the Surprise
effect of some beneficial feature that lasts until the end of their The rules for taking turns while the game is in initiative in a
turn. combat encounter assume that all creatures are aware of each
other and able to act. However, at the start of combat, if certain
You use a minor action to hold part or all of your turn, either
combatants are unaware of their opponents, those combatants
before you take any other actions or after you take some of your
are surprised.
actions for the turn. You might want to move and cast a spell,
but need to hold first while an ally gets out of the spell’s area. Chapter 7/Observation and Awareness (174)
Or you might move to get ready to attack, then hold to delay
your attack while you wait for a creature to get closer to you. Determining Surprise
An arcanist standing behind her warrior ally has a higher At the start of an encounter, Perception checks or other
initiative than the ogre zombie the warrior is fighting, but circumstances might determine whether combatants are aware
doesn’t want to waste spell points on magic missile if the of each other. Any combatant who is unaware of all opponents
warrior can keep the zombie occupied. On her turn, the is surprised.
arcanist holds as a minor action, allowing the zombie to act.
Sometimes all creatures in an encounter are aware of each
But when the zombie pushes past the warrior rather than
other, as happens when two groups come across each other in
engaging her, the arcanist can take her standard action to
the open. Sometimes only the combatants on one side of a
cast magic missile at the undead, then can take her move
battle are aware of opponents, such as in an ambush.
action to move back 30 feet.
Sometimes a few combatants on each side are aware while the
Magic Grimoire/Spells (ch. 1) other combatants remain unaware, as can happen when some
Once you hold, you tell the GM when you want to take your creatures on either side are hiding or invisible.
remaining actions. You can take those actions after another
creature’s turn, or can let the GM know if you want to take one Surprised Creatures
or more actions in the middle of another creature’s turn. If you A creature who is surprised rolls initiative as usual, but is
do, the GM decides whether your actions interrupt the hindered while they enter the fray. For the first round of combat,
creature’s actions or whether your actions must follow their the surprised creature is dazed and weakened until the end of
actions. Under certain circumstances, the GM might decide that their turn. They can take only one action, and have a d4 bane on
you and the other creature take your actions simultaneously, d20 rolls. After the first round, combatants are no longer
with both actions resolved at the same time. surprised and combat proceeds as usual.
A wounded warrior holds their turn to wait beside a Appendix B/Conditions (A8)
doorway, wanting to attack a cult leader about to charge
through it. If the cult leader isn’t aware of the warrior, the
warrior’s attack might interrupt the leader’s turn, after
which the leader can continue by making their own attack
or retreating. If the leader is aware of the warrior, they
might get to finish their turn by attacking before the warrior
has a chance to attack. Or the GM might decide that both
attacks come at exactly the same moment, creating a
chance that both combatants might drop each other at the
same time.
Holding your turn doesn’t change your place in the initiative
order. After you have taken your held actions, you take your
next turn when your place in the initiative order comes up again.
If you hold long enough that the initiative count comes back to
you without you having taken your held actions, you must use
those actions immediately or lose them as your turn ends. You
then start your next turn.
Favored Terrain
Your familiarity with the terrain around you gives you an edge
against those you hunt.
Chapter 7/Environment and Terrain Feats (178)
First Blood
When you have the drop on your enemies, your attacks are
particularly potent.
Prerequisites: First Strike ×1, Weapon Focus ×4.
Benefit: In the first round of any combat, you have advantage
on attack rolls against any creature below you in the initiative
order.
Initiative (234)
Mastery: You can take this feat once, at a cost of 1 feat slot.
First Strike
By staying ready for combat at all times, you are consistently the
first into the fight.
Prerequisites: —
Benefit: You gain a +2 bonus to initiative rolls.
Mastery: You can take this feat three times, increasing the
bonus to a maximum +6.
Feat Slot Cost 1 2 3
Times Taken 1 2 3
Ready Combatant
Your natural instincts allow you to collect yourself for battle
quickly.
Prerequisites: First Strike ×1.
Benefit: If you are surprised when initiative is rolled, you are
surprised only until the start of your turn. To creatures who act
before you in the initiative order during the first round of
combat, you are dazed and weakened, as usual. Then at the
start of your turn, you are no longer surprised, losing those
conditions and taking all your actions.
Surprise (235)
Appendix B/Conditions (A8)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Automatic Misses
Your ability to defend yourself often depends as much on luck
as on skill. As such, your defense roll can sometimes grant you
success regardless of your skill and training, or the precision of
your foe’s attack. If your defense roll is a natural 20 (showing a
20 on the die), you automatically turn an opponent’s attack into
a miss, regardless of how high the attack roll is. The only time
this doesn’t happen is if the attack roll is also a natural 20, which
automatically hits and is a critical hit.
Automatic Hits (264)
Unarmored
Defense Feats You move unhindered across the battlefield, trusting your defensive
instincts and your quick reflexes to keep you alive. Take this feat
The feats in this section let a character hone their combat
package if you wish to wear no armor, relying on training and
defense to lessen the chance of being hit in battle, even without
instinct rather than leather or steel to protect you. You’ll benefit the
the use of armor.
most from this feat package if Dexterity is one of your best ability
Where a feat appears with only a cross-reference to another scores.
section, that feat is relevant to defense but has its full write-up in 2 Feat Slots
that other section.
Dodge ×1: You have a +1 bonus to defense rolls. (You must have a
Dexterity of 13 or higher, or must also take the Self Taught feat for
Fast-Start: Defense Dexterity, to take Dodge.)
The ability to not get hit is a big part of surviving combat — Unarmored Defense ×1: While you wear no armor and carry no
especially if you have little interest in getting into combat in the first shield, you have a +2 bonus to defense rolls.
place. To quickly build a character, choose your defensive style by
selecting one or more of the following feat packages, at the
indicated cost in feat slots. (The information presented here is also Accustomed Defense
presented as part of “Feat Packages” in Chapter 1.) A creature who gets the drop on you in combat doesn’t find you
Remember that your choice of feats for armor must line up with your as easy a followup target.
choice of what armor you purchase. Prerequisites: Dodge ×1, Skill Focus (Investigation) ×1.
Fast-Start: Weapons and Armor sidebar (274)
Chapter 6/Skill Feats (148)
Lightly Armored Benefit: When a creature hits you with an attack, you have a d8
2 Feat Slots boon on defense rolls against attacks made by that creature
You value speed and agility in battle over the sturdy protection of until the end of your next turn.
heavy armor. Take this feat package if you want to wear inexpensive Mastery: You can take this feat once, at a cost of 1 feat slot.
and unobtrusive armor to maximize your mobility. You’ll benefit the
most from this feat package if Dexterity is one of your best ability
scores. Defensive Mastery
Armor Training (light armor group) ×1: You can wear leather, Focusing on defense over offense helps protects you in combat.
studded leather, and other types of light armor. Prerequisites: Intelligence 13+, Weapon Focus ×1.
Dodge ×1: You have a +1 bonus to defense rolls. (You must have a
Attack Feats (268)
Dexterity of 13 or higher, or must also take the Self Taught feat for
Chapter 2/Ability Scores (29)
Dexterity, to take Dodge.)
Benefit: As a free action at the start of your turn, choose a boon
Moderately Armored from d4 to d10. Until the start of your next turn, you gain that
3 Feat Slots boon on defense rolls and saving throws, but you take an
You strive for a balance between protection and maneuverability on equivalent bane on combat maneuver skill checks, attack rolls,
the battlefield. Take this feat package if you want to wear sturdier and challenge throws.
armor and wield a shield, and to trust to your training to move freely Mastery: You can take this feat once, at a cost of 1 feat slot.
both in and out of combat. You’ll gain less benefit from this feat
package if your Dexterity is 18 or higher.
Armor Training (medium armor group) ×1: You can wear scale
Defensive Surge
mail, chain mail, and other types of medium armor.
Your superior reflexes let you stay safe while moving through
combat.
Armor Training (shield group) ×1: You can wield a shield.
Prerequisites: Dodge ×1.
Armor Optimization ×1: You do not have disadvantage on your
Acrobatics and Stealth checks when wearing medium armor or using Benefit: You have advantage on defense rolls against
a shield. opportunity attacks triggered by your movement.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Heavily Armored
4 Feat Slots
You place your trust in the solidity of steel, relying on your armor to
Divert Missile
protect you from the assault of your enemies. Take this feat package With a fluid motion, you safely knock aside a ranged weapon set
if you want to be a juggernaut on the battlefield, shrugging off all to strike you.
but the most vicious attacks. You’ll gain less benefit from this feat
Combat Reaction Feats (300)
package if your Dexterity is 16 or higher.
Armor Training (heavy armor group) ×1: You can wear banded
mail, half plate, and other types of heavy armor.
Dodge
Your quickness makes you harder to hit.
Armor Training (shield group) ×1: You can wield a shield.
Prerequisites: Dexterity 13+.
Armor Optimization ×1: You do not have disadvantage on your
Acrobatics and Stealth checks when wearing heavy armor or using a Chapter 6/Skill Feats (148)
shield.
Benefit: You gain a +1 bonus to defense rolls.
Shield Cover: You add your shield’s defense bonus to your Reflex
saving throws. Mastery: You can take this feat three times, increasing the
bonus to a maximum +3.
Your great strength lets you force attacks away from you, Times Taken 1 2 3
making you more resilient in combat.
Prerequisites: Strength 15+, Skill Focus (Athletics) ×1,
Toughness ×1.
Hit Point Feats (255)
Chapter 2/Ability Scores (29)
Benefit: While you wear light armor or no armor, you can use
your Strength modifier instead of your Dexterity modifier as a
bonus to defense rolls.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Instinctive Defense
An instinct for combat helps you avoid even the deadliest
attacks.
Prerequisites: Wisdom 15+, Skill Focus (Perception) ×1.
Benefit: While you wear light armor or no armor, you can use
your Wisdom modifier instead of your Dexterity modifier as a
bonus to defense rolls.
Mastery: You can take this feat once, at a cost of 1 feat slot.
No Armor Training
Armor If you wear armor or use a shield for which you have not taken
If you expect — or hope — to regularly end up in the thick of the Armor Training feat, your ability to move freely is even more
combat, armor is likely a significant component of your hindered. For any such armor or shield you wear, including
character’s defense. Your choice of armor or shield makes it those that have no armor hindrance, you have disadvantage on
harder for your enemies to land damaging attacks, but the best any skill check made using Strength, Dexterity, or Constitution.
choice of armor depends also on your mobility and preferred
Armor Feats (243)
combat style.
Twelve types of armor and five types of shield are commonly The weight of your armor and shield has no effect in combat,
available throughout the world, as broken out on the “Armor and the weight of armor doesn’t count against your carrying
and Armor Groups” table. The following information is noted for capacity while it is worn. The weight of your shield counts
each type of armor or shield. against your carrying capacity, as does the weight of your armor
if it is carried.
Cost
The indicated value is the armor or shield’s cost in gold pieces, Armor by Armor Group
when sized for a Small or Medium bipedal creature. Armor for The armor descriptions in this section are generic, but armor of
other creatures is more costly. the same type crafted in different regions and according to the
traditions of different lineages and cultures can appear quite
Armor Size (242) different in style and construction. For example, bronze is
favored over steel for metal armor in many areas of the world,
Defense Bonus while folk of other regions have developed techniques for
Each type of armor or shield grants a bonus to defense rolls crafting armor from animal shells or monstrous arthropod chitin
when you wear or wield it, making it harder for you to be hit by that offers the same defensive benefit and other features as
an enemy’s attack. metal armor.
Defense (237)
Maximum Dexterity
Your Dexterity modifier adds to defense rolls just as your armor
does. However, heavier armors can restrict your ability to dodge
blows. When wearing any type of armor, the Dexterity bonus
you add to defense rolls is limited to the maximum indicated.
This maximum has no effect on your Reflex saving throw, skill
checks made using Dexterity, or other uses of Dexterity while
wearing armor.
Shields have no maximum Dexterity modifier.
Armor Hindrance
Heavier armors and shields hinder your ability for fine and
stealthy movement. Any armor or shield for which armor
hindrance is indicated imposes disadvantage on your
Acrobatics, Endurance, and Stealth checks made while you wear
the armor or carry the shield.
Chapter 6/Acrobatics (110); Endurance (118); Stealth (140)
1. The weight of armor doesn’t factor into your carrying capacity while 3. A light or heavy steel shield fitted with shield spikes costs +10 gp.
you wear it, but the weight of a shield does. Chapter 8/Carrying Capacity (228)
2. The DC assumes you use your nonshield hand to perform the spell’s Unarmed Group (284)
somatic components. You usually can’t use your shield hand to
perform somatic components.
Scale Mail your hand. Light and heavy shields differ in their protective
value, while wooden and steel shields differ only in their weight
This armor consists of a coat, skirt, and leggings of supple and their susceptibility to damage.
leather, onto which is stitched an overlapping layer of scales for
additional protection. Whether metal, animal shell, hardened Chapter 8/Damaging Weapons and Armor (231)
leather, or other materials, the relative lightness of the armor’s When you wield a light shield, you can carry a single small item
scales offers good defensive movement. (a lantern, for example) in the same hand, though you can’t use
a weapon with your shield hand. When you wield a heavy shield,
Heavy Armor Group you can’t use your shield hand for holding anything else.
Heavy armor offers the best defensive value in combat, but at a While you employ a light or heavy shield, you can use it to make
higher cost to agility and stealth. A sturdy outer shell is the a weapon attack as part of the unarmed weapon group. If you
primary protection of heavy armor, usually worn over leather or make an attack with your shield, you have a d4 bane on defense
padding for added protection and comfort. Heavy armor usually rolls until the start of your next turn.
comes with a matching helmet, gauntlets, and boots.
Unarmed Group (284)
Banded Mail
This armor features an inner layer of leather and chain mail Armor Size
strengthened by overlapping bands of steel, bronze, or animal The armor and shields in this section are sized for use by
shell that protect the most vulnerable areas. Closely fitted with Medium worldborn characters. Small characters can employ
buckles and straps that spread the armor’s weight across the light shields sized for Medium characters, in the same way they
body, banded mail allows reasonable ease of movement. can employ weapons sized for Medium characters. However,
they must wear armor that is properly sized for them.
Full Plate
Full plate armor consists of shaped and interlocking metal plates Larger and Unusual Armor
that are carefully fitted with buckles and straps over a thick suit In most areas of the world, armorsmiths and crafters can be
of padded cloth, covering the entire body. Because it is so readily found who are experienced in crafting armor for non-
closely fitted, the weight of full plate is evenly distributed across worldborn creatures. This includes giants, trolls, minotaurs, and
the body, allowing for reasonable ease of movement. other larger creatures of the same general bipedal form as
worldborn, as well as creatures such as centaurs, gnolls, and
Half Plate kreath’an with unique physical forms or multiple limbs. The cost
and weight of armor and shields sized for such creatures is the
This armor consists of chain mail over supple leather or padded
same as the cost of armor sized for characters, adjusted
cloth, with shaped plates of metal or shell buckled above the
according to the “Armor by Size” table.
chain to protect the arms, shoulders, and torso. Greaves protect
the legs. Though sturdy, the armor’s combination of chain and
plate limits ease of movement. ARMOR BY SIZE
Defense (237) If you wear armor or use a shield for which you have not taken
Chapter 6/Acrobatics (110); Athletics (112); Endurance (118); this feat, you have disadvantage on any skill check made using
Stealth (140) Strength, Dexterity, or Constitution.
Chapter 6/Skills (99)
Resting in Armor Mastery: You can take this feat multiple times at a cost of 1 feat
Though you can take a short rest while wearing any armor slot. Each time you do so, choose a different armor group.
without difficulty, you can’t take a long rest while wearing
medium or heavy armor, which interferes with your attempts at
sleep and recuperation.
Armored Arcane Casting
Your focused training reduces your chance of arcane spell failure
Chapter 7/Long Rest (193) while wearing armor.
Chapter 10/Arcane Magic Feats (355)
Buckler Fighter
Your combat prowess can overcome your buckler’s effects on
your attack.
Prerequisites: Armor Training (shield group) ×1.
Benefit: While you wear a buckler, you negate the disadvantage
on attack rolls using your shield arm.
Shield Group (242)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Shield Cover
Your experience with shields grants you extra protection.
Prerequisites: Armor Training (shield group).
Benefit: As long as you are wielding a shield for which you have
taken Armor Training, you add your shield’s defense bonus to
your Reflex saving throws.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Shield Protector
Your skill with a shield protects your allies as well as you.
Combat Reaction Feats (300)
Shield Striker
You have learned to let your shield do double duty in combat.
Attack Feats (268)
damage a clear success would have entailed. The GM A character exposed to fiend plague after fighting a night
might decide that three-quarters damage is appropriate, or hewna rolls low on their Fortitude saving throw. The GM
might roll a d6 of additional damage. offers the character a chance to succeed on the save, but at
the cost of possibly having spread the pestilence to one or
Magic Grimoire/Spells (ch. 1)
more allies during its incubation period.
An archer hits a vengeful ogre with an arrow tipped in
monstrous scorpion venom, hoping to diminish that foe’s Chapter 7/Pestilence (180)
great strength before they close to melee range. When the
ogre rolls a low saving throw, the GM decides that the Success on Death Saving Throws
poison deals its first ability modifier penalty, but that the Death saving throws can take complications and assets like any
ogre doesn’t have to make the follow-up save for the other type of save. Because death saving throws have a narrow focus
poison’s final effect. and the ultimate penalty for failure, they don’t work well as partial
A wildling takes damage from the bite of a wolf that is saves. But there are lots of ways to work a death save with an
unlucky outcome or as a success at a cost.
secretly a werewolf. At the next full moon, the GM asks for
a Fortitude saving throw to determine whether the For an unlucky outcome, a low saving throw can be treated as a
character has contracted the magical doom of lycanthropy. success even as it taxes the dying creature, so that they have
If the save is a bit low, the character’s player and the GM disadvantage on their next death saving throw. Or witnessing the
might decide that the character has contracted lycanthropy, dying creature clinging tenaciously to life might anger the foe who
but can fight off the initial transformation for the first night. dropped them, granting that foe advantage on their next attack roll.
For success at a cost, when the creature finally gets their third
Creature Compendium/Lycanthropes successful death save and regains 1 critical point, they might be
dazed or slowed for 1 minute. Alternatively, the complication might
Unlucky Outcome represent a particularly arduous healing process that imposes an
A low saving throw might mean that the save is treated as a additional −1 penalty to the creature’s critical point maximum the
success, but that the complication sets up how something else next time they take magical healing, or which restores the minimum
goes wrong as a result of that success. number of defense points during their next long-rest healing.
Hit Points (252)
A low Reflex saving throw to get out of the way of a rubble
fall allows a character to avoid the rocks and take no A death saving throw rolled high enough to become a success with
damage. But the player and the GM decide that the an asset might grant advantage on the dying creature’s next death
saving throw. Alternatively, a creature who rolls exceptionally high
character’s desperate leap to get out of the way leaves
on two or more death saves as they recover might regain 1d4 critical
them on the wrong side of the rubble and needing to make
points rather than 1 critical point.
a risky climb to get back to the rest of the party.
An enemy captain rolls just under the DC on their Fortitude
saving throw to resist a character’s impair senses spell. The Success With Asset
GM allows the save to succeed, but decides that the Just as a saving throw that falls short of the DC can represent a
captain’s anxious response to narrowly avoiding the spell success with a complication, a save that greatly exceeds the DC
affects the soldiers fighting with her, imposing can allow players and GMs to add even more to the success of
disadvantage on their next saving throws against the the save. This might take the form of an additional aspect of
character’s magic. success, a one-time benefit for the character making the saving
A character needs to make a Reflex save to avoid falling throw, a negative impact on enemies, and more.
into a pit trap. When the player rolls low, they and the GM The first character to enter melee against a krenshar rolls
decide that the save succeeds but the amount of noise the exceptionally high on their Will saving throw against the
character makes while hauling themself to safety might creature’s scare action. The GM and the player decide that
attract the attention of other creatures nearby. the character’s show of bravado inspires the other
characters with advantage on their own saving throws if the
Success at a Cost krenshar subsequently targets them with scare.
In any situation where threats abound, a success with a When a character tries to use the trip combat maneuver to
complication might mean that your character takes damage or knock a villainous troll prone, the troll’s saving throw greatly
suffers a short-term condition when a saving throw goes wrong. exceeds the DC set by the character’s skill check. The GM
decides that the troll’s immovability throws the character
When a character makes a low Fortitude saving throw
off balance, allowing the troll an opportunity attack.
against drow poison, they want to treat it as a success to
avoid falling unconscious. The GM agrees, and gives the Appendix B/Prone (A10)
character’s player the choice of instead being dazed or
weakened for 1d6 rounds by the poison’s lingering effects.
Appendix B/Conditions (A8)
Unknown Saving Throw DCs
Often, the GM tells the players the DC needed to get a clear
An evil cultist casts dominate person against a character, success with a saving throw, whether that DC is fixed or comes
whose Will save is just under the DC set by the challenge from another creature’s challenge throw. It might take a DC 16
throw. The GM and the player decide that the save can Reflex save to avoid falling rubble, or a DC 12 Fortitude save to
succeed, but that the mental trauma of just barely shaking shrug off the effects of foul air.
off the effect deals 1d4 psychic damage to the character.
At other times, the GM can ask for a saving throw without
Magic Grimoire/Spells (ch. 1) revealing the DC, then simply inform the players of the
outcome. Leaving the DC unknown in this way lets the GM avoid
Bodily Might
2 Feat Slots
Your robustness helps you shake off some of the worst effects that
can physically impair you. Take this feat package if you want your
character to be particularly resistant to pestilence and poison. You
must have Great Fortitude ×1 or better to take this package.
Hale Body ×1: You have advantage on saving throws against
pestilence.
Resilient Blood ×1: You have advantage on saving throws against
poison.
Defended Mind
2 Feat Slots
The strength of your thought and will lets you resist the unnatural
conditions others attempt to instill upon your mind. Take this feat
package if you want your character to be resilient in the face of
magical control or fear. You must have Iron Will ×1 or better to take
this package.
Fearless ×1: You have advantage on saving throws against effects
that would make you frightened.
Still Mind ×1: You have advantage on saving throws against effects
that would make you charmed.
Increased Fortitude
2 Feat Slots
Your innate toughness makes you even more resilient to poisons,
pestilence, and debilitating magic. Take this feat package if you
want to strengthen your physical resilience.
Great Fortitude ×2: You have a +2 bonus to Fortitude saving
throws.
Potent Will
2 Feat Slots
Improved strength of mind keeps you safe from mental effects and
magic. Take this feat package if you want to improve your sense of
will and mental clarity.
Iron Will ×2: You have a +2 bonus to Will saving throws.
Superior Reflexes
2 Feat Slots
Your ability to stay in motion helps keep you safe from area effects
and unexpected pitfalls. Take this feat package if you want to
improve your reflexive nimbleness.
Lightning Reflexes ×2: You have a +2 bonus to Reflex saving
throws.
Benefit: You have advantage on saving throws against effects Appendix B/Slowed (A11)
that would make you disoriented. Mastery: You can take this feat once, at a cost of 1 feat slot.
Appendix B/Disoriented (A9)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Great Fortitude
Your physical resilience lets you shrug off bodily effects that
hamper you.
Cogent Focus
You have a knack for not succumbing to effects that would leave Prerequisites: —
you struggling to act. Benefit: You gain a +1 bonus to Fortitude saving throws.
Prerequisites: — Mastery: You can take this feat nine times, increasing the bonus
Benefit: You have advantage on saving throws against effects to a maximum +9.
that would make you dazed. Feat Slot Cost 1 2 3
Appendix B/Dazed (A9) Times Taken 1–3 4–6 7–9
Mastery: You can take this feat once, at a cost of 1 feat slot.
Grounded
Death’s Door You have learned to hold your position against any force or
No matter how often you fall, you are quick to come back. adversary.
Prerequisites: — Prerequisites: —
Benefit: You have advantage on death saving throws. Benefit: You have advantage on saving throws against effects
that would force you to move.
Death Saving Throws (254)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Mastery: You can take this feat once, at a cost of 1 feat slot. Mastery: You can take this feat once, at a cost of 1 feat slot.
Mastery: You can take this feat once, at a cost of 1 feat slot. Appendix B/Prone (A10)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Resist Magical Essence
A sensitivity to innate magic helps you resist that magic from Still Mind
your foes. Your mental control grants you an edge against having your
Prerequisites: One of Great Fortitude ×4, Iron Will ×4, or mind turned.
Lightning Reflexes ×4. Prerequisites: Iron Will ×1.
Benefit: You have advantage on saving throws against any Benefit: You have advantage on saving throws against effects
creature’s innate magical features. Such features don’t include that would make you charmed.
spells, spelltouched manifestations, or primordial invocations.
Appendix B/Charmed (A9)
Chapter 10/Primordial Magic (383); Spellcasting (320);
Spelltouched Magic (380)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Trap Sense
An innate understanding of traps helps you avoid their worst
effects.
Prerequisites: Skill Focus (Thievery) ×1.
Chapter 6/Skill Feats (148)
Benefit: You have advantage on saving throws made against
the effects of traps.
Chapter 7/Traps (189)
Mastery: You can take this feat once, at a cost of 1 feat slot.
and defense points, and indicating that she has suffered a a creature’s defense points first. One exception to this rule is a
serious injury. creature who takes damage from environmental effects while
Damage you take doesn’t affect your ability to fight until you are immobilized or unconscious, including damage from falling,
bloodied or dying. being exposed to acid or fire, and so forth. In such an event, the
creature has the damage applied to their critical points even if
they have defense points remaining, forced to depend only on
Critical Hits their innate toughness when unable to roll with damaging
A critical hit is a powerful attack that deals damage directly to a effects.
character’s critical points, and which deals additional damage to
defense points. Because it applies directly to critical points, a critical Chapter 7/Falling (177)
hit can easily kill a creature even if that creature has plenty of Appendix B/Conditions (A8)
defense points left. Suffocation is another exception, potentially dealing critical
Critical Hits (292) point damage even to a creature with defense points remaining.
Chapter 7/Suffocation (177)
Bloodied
Whenever you have taken any critical point damage — even just Critical Point Penalties
1 point — you are bloodied. At this stage, you have taken your Certain effects, including taking magical healing, being
first obvious wounds and show clear signs that you are injured. poisoned, or contracting a pestilence, can impose a penalty to
Being bloodied imposes no penalties or conditions, but it can your critical point maximum. While such a penalty is in effect,
trigger special features and feats reflecting a creature’s reaction you have a lower-than-usual number of critical points, and you
to serious injury. can’t regain critical points in excess of that number through
Some effects trigger when you are first bloodied, which is the magical or mundane healing until the penalty is removed.
point when you take your first critical damage after being at your Magical Healing (257)
critical point maximum. Such effects don’t trigger when you take Chapter 7/Pestilence (180); Poison (183)
subsequent critical point damage while already bloodied.
A critical point penalty can’t be undone by magic that heals hit
point damage, or by restoration spells and similar effects that
Round-by-Round Effects end conditions and other penalties. It can be removed only by
Many of the effects that deal damage to a creature represent a rest and recuperation during campaign downtime.
single event. Whether a weapon attack, a magic missile spell, a red
Downtime Healing (257)
dragon’s fiery breath, a trap, or a fall from a height, the event occurs
Magic Grimoire/Spells (ch. 1)
and the creature takes damage once as a result.
Magic Grimoire/Spells (ch. 1) A creature dies if their critical point maximum ever drops to 0.
Other effects, including exposure to mundane fire and acid, or
spells with a long duration, can deal damage repeatedly to a Marks of Battle
creature. Likewise, some spells and other magical effects have a Combat in the game is abstract, and players always get to choose
chance to impose conditions round by round if a creature enters the the appearance of their characters. As such, a player can decide
area of the effect or starts their turn there (a common way of talking when and whether a hero bears permanent scars, a slight limp, a
about effects that deal damage or can impose effects repeatedly). If pain that never goes away, and other physical mementos of combat.
a creature is trapped in a vat of acid or a burning building, they take Whenever a character takes significant critical point damage, a
more damage the longer it takes them to escape. A creature who player might think about whether that damage leaves a lasting mark,
lingers in the area of an entangle spell increases their chances of scar, or minor injury as an enduring reminder of mortality.
being restrained by its grasping plant life. But a creature subjected
Such physical mementos of combat never impose mechanical
to such an effect can take its damage or be subjected to its
effects — no penalty to movement for a permanent limp, no
conditions only once per round.
disadvantage on Persuasion checks for a face scar, and so forth.
Any creature who enters a magical sacrificial pit or starts their turn Additionally, players who want their characters to show mementos
there takes 2d6 fire damage and must succeed on a Will save or of battle should ensure that doing so avoids echoing real-world
be restrained by the pit’s mind-control magic. A mage and a physical conditions or disabilities. The question of which sorts of
scoundrel battling cultists both enter the pit when they are physical effects work best as permanent injuries or tokens of combat
pushed into it by cult warriors, taking the damage and making the is a good one for session zero of a campaign.
save. When the characters’ turns come up, each starts their turn in Chapter 5/Session Zero (95)
the pit. But because they suffered the pit’s effects in the current
round (measuring from the start of the turn of the cultists who
pushed them in until the start of those cultists’ next turn), they
don’t take the damage and don’t need to make the save a
Temporary Hit Points
Temporary hit points are special third type of hit point, which
second time. If the mage succeeded on her save, she can leave
represent a short-term ability to prevent damage from taking a
the pit and won’t suffer its effects again unless she enters the area
again. But if the scoundrel fails his save and is restrained, he can’t toll on you. They can be granted naturally by lineage traits or
leave the pit, and will take its damage again at the start of his feats, or magically by spells and other effects.
next turn. Temporary hit points are lost first whenever you would take
critical point damage or defense point damage. If an attack
Critical Damage Out of Combat deals both critical point and defense point damage, temporary
hit points reduce critical point damage first.
Even the deadliest noncombat threats — including falling from a
height, exposure to fire or lava, being caught in a cave-in or An arcanist has full hit points of 10/5 critical/defense points,
landslide, and so forth — deal damage that is usually applied to then gains 8 temporary hit points from an animyst ally’s aid
spell. When the arcanist takes a critical hit that would death saving throws. The most extreme damage — from a
usually deal 7 critical points and 5 defense points damage devastating weapon attack, powerful magic, a high fall, and so
the 7 critical points is taken from the temporary hit points, on — can automatically impose three failed death saves, leaving
as is 1 defense point. The remaining 4 damage is then a creature instantly dead.
taken from the character’s defense points.
Attack’s Failed Death
Magic Grimoire/Spells (ch. 1) Damage Saving Throws
A creature can’t gain temporary hit points while at 0 critical 25 1
points, and temporary hit points can’t be restored by healing. 50 2
Temporary hit points also don’t add together. If you gain 75 3
temporary hit points while you already have temporary hit
points, the new temporary hit points replace your current Dying From a Critical Hit
temporary hit points if doing so would give you more temporary If the attack that drops a creature to 0 critical points is a critical
hit points. hit, that attack imposes one failed death saving throw. If the
Temporary hit points sometimes have a duration, and you lose critical hit deals exceptional damage, it can impose additional
any temporary hit points you have remaining when that duration failed death saves, as above.
ends. If an effect that grants one-time temporary hit points
doesn’t have a duration, you lose any temporary hit points you Taking Damage While Dying
have remaining when you finish a long rest. Damage taken while a creature is at 0 critical points isn’t applied
to the creature’s hit points, even if the creature has defense
Dying points remaining. Rather, each such attack automatically
When a player character, NPC, or other creature is reduced to 0 imposes one failed death saving throw. If the attack is a critical
critical points, they are dying. A dying creature usually goes hit, it imposes two failed death saving throws. If the attack deals
prone, then becomes either immobilized or unconscious, as exceptional damage, it imposes additional death saving throws,
chosen by the creature who reduced the dying creature to 0 as above.
critical points, or by the GM if an effect did so.
Appendix B/Conditions (A8)
Recovering From Dying
In addition to succeeding on three death saving throws, a dying
A creature can be dying at 0 critical points even if they have
creature can recover in other ways:
defense points remaining. Certain feats and magic items make it
possible for a creature to remain active even while dying and at • If a creature succeeds on a DC 15 Heal/physical recovery
0 critical points. check as a standard action to aid a dying creature, the dying
creature regains 1 critical point and is no longer dying.
Hit Point Feats (255)
Magic Grimoire/Magic Items (ch. 2) Chapter 6/Healing (123)
• A dying creature targeted by any magic or other effect that
Death Saving Throws heals hit point damage is no longer dying and has a number
Each round that a creature is dying, they make a DC 10 of hit points dependent on the effect.
Fortitude saving throw at the end of their turn, called a death
Magical Healing (257)
saving throw. You track the number of successful or failed death
saving throws your character makes. The GM tracks death saving • A dying creature can use an action point to automatically
throws for NPCs and other creatures. recover. The creature regains 1 critical point and is no long
dying.
Fortitude (245)
Chapter 5/Action Points (88)
A creature who succeeds on three death saving throws recovers
and is no longer dying. Usually, a creature who fails three death Once a creature is no longer dying, they are no longer
saving throws is dead. Depending on the results, a creature immobilized or unconscious because they were dying. However,
might make up to five death saving throws, getting two if they were immobilized or unconscious for some other reason
successes and two failures before a final save determines their before being reduced to 0 critical points, those conditions
fate. (A creature who takes nonlethal damage can fail a higher remain.
number of death saves before succumbing to death.) Appendix B/Conditions (A8)
Recovering From Dying; Dead A recovered creature can regain more hit points by taking a
Nonlethal Attacks (267) short rest or long rest, or they can make use of magical healing.
Because a creature with a +10 or better bonus to Fortitude
Short-Rest Healing (257); Long-Rest Healing (257)
saving throws can’t fail a death saving throw, that creature
usually recovers from dying automatically after 3 rounds.
However, a number of factors can impose failed death saving Dead
throws even without a dying creature failing the saving throws A creature is usually dead when they fail three death saving
they make. throws. (A creature who has taken nonlethal damage during a
fight can fail more death saving throws, giving them more time
Dying From Exceptional Damage to recover from dying.)
When the damage that drops a creature to 0 critical points is Nonlethal Attacks (267)
high enough, it leaves that creature in worse shape than a
weaker assault by automatically imposing one or more failed
Battlefield Recovery
Your presence on the battlefield lets you lend aid to your allies.
Prerequisites: Charisma 13+, Skill Focus (Healing) ×1.
Chapter 2/Ability Scores (29)
Benefit: As a minor action, choose one ally who is aware of you.
That ally gains temporary hit points equal to your Charisma
modifier.
Chapter 7/Observation and Awareness (174)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Combat Savvy
Your ability to roll with damage lets you outlast your opponents.
Prerequisites: —
Benefit: You gain 5 defense points.
Mastery: You can take this feat nine times, gaining a maximum
of 45 defense points.
Feat Slot Cost 1 2 3
Times Taken 1–3 4–6 7–9
Defiant Combatant
Your focus in combat pushes your body past its breaking point.
Prerequisites: Constitution 15+, Great Fortitude ×7.
Saving Throw Feats (248)
Benefit: Whenever you take damage that would reduce you to 0
critical points, you can attempt a Fortitude saving throw with a
DC equal to the damage. On a success, you instead drop to 1
critical point.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Diehard Combatant
You fight on even after lesser combatants would have fallen.
Prerequisites: Constitution 15+, Great Fortitude ×4.
Benefit: Whenever you are reduced to 0 critical points but
aren’t dead, you are dying but are not immobilized or
unconscious as a result. Instead, you are dazed while you remain
at 0 critical points. While active at 0 critical points, you can
attempt to regain hit points with a Healing check or healing
Reflexive Defense
Rolling with a potentially lethal blow keeps you in the fight.
Prerequisites: Dexterity 15+, Lightning Reflexes ×4.
Benefit: Whenever a weapon attack would reduce you to 0
critical points, you can use a reaction to halve the attack’s
damage. If the weapon attack is a critical hit, the critical point
damage and the additional defense point damage are each
halved, then applied.
This reduced damage might still drop you to 0 critical points.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Resilient Response
The harder you are hit, the stronger your determination to stay
in the fight.
Prerequisites: Combat Savvy ×4.
Benefit: While you are bloodied, you can use a minor action to
grant yourself 5 temporary hit points. You can use this feat a
number of times per day equal to your Charisma modifier
(minimum three times).
Mastery: You can take this feat once, at a cost of 1 feat slot.
Toughness
Your physical resilience lets you fight on after lesser combatants
would have fallen.
Prerequisites: —
Benefit: You gain a number of critical points equal to your
Constitution modifier (minimum 1).
Mastery: You can take this feat nine times, gaining a minimum
of 9 critical points.
Feat Slot Cost 1 2 3
Times Taken 1–3 4–6 7–9
Chapter 6/Healing (123); Skill Checks without Rolls (107) Because of the length of time involved, a creature engaged in
Appendix B/Unconscious (A11) downtime healing automatically heals any damage to their
defense points.
By taking successive short rests, you can regain additional
defense points.
Magical Healing
Long-Rest Healing Healing magic is a powerful force that channels and magnifies
the body’s own natural healing properties, and is the quickest
Instead of restoring defense points in increments during a short
way to get back in the fight when you are wounded. All magical
rest, a character can undertake a longer period of rest and
healing works the same way, restoring a number of hit points of
recuperation. At the end of a long rest (8 hours of game time),
damage at once. The cure light wounds spell heals 1d8 + 1 hit
you make a DC 10 Healing check for mental recovery. On a
points when cast by an animyst of caster level 1, and a potion of
successful check, you regain all lost defense points. On a failed
cure serious wounds heals 3d8 + 5 hit points when imbibed.
check, you regain a number of defense points equal to your
Constitution modifier (minimum 1 point). Magic Grimoire/Spells (ch. 1) • Potions and Spellmarks (ch. 2)
Chapter 7/Long Rest (193) However, this flood of healing power can disrupt the body’s
healing energy in the long term. Continued use of spells and
You can make this check even if unconscious but you can’t take
potions that heal hit point damage limits the body’s ability to
10 on the check. Another creature can administer first aid by
naturally heal, requiring characters to balance magical healing
making the Healing check in place of the creature taking the
with natural restoration over the long term.
long rest.
Each time you restore critical points using magic, you take a −1
At the GM’s determination, any significant interruption during a
penalty to your critical point maximum before the magical
long rest prevents you from healing during that rest.
healing takes effect. Magic whose use restores only your
defense points imposes no penalty, including any magical
Downtime Healing healing you take while you are already at full critical points.
Critical point damage represents serious physical injury —
Hit Points (252)
sprains, lacerations requiring stitches, torn muscles, cracked ribs,
Confound Distract
Getting the edge on your enemies — or getting away from By keeping your foe unable to focus, you limit their options to
those enemies if they mean you harm — can be made easier if respond to you. As a standard action, you target a creature and
their confounded senses prevent them from easily targeting make a Persuasion/deception check to divert their attention,
you. As a standard action, you target a creature and make an throw them off guard, cause them to lose focus, and so forth.
Acrobatics/agility check to slap their ears, pull a cloak hood The target must make a Will saving throw to focus past your
over their head, direct sand into their eyes, or otherwise target distraction, using your check as the challenge throw. On a failed
their sensory organs or apparatus in some way. The target must save, the target loses some of their ability to act, becoming
make a Will saving throw to refocus their senses, using your dazed until the end of their next turn.
check as the challenge throw. On a failed save, the target is
Appendix B/Dazed (A9)
disoriented for one sense of your choice until the end of their
next turn.
Saving Throws (245)
Grapple
Chapter 6/Acrobatics (110) Physically grabbing up a foe restricts both their movement and
Appendix B/Disoriented (A9) their ability to attack. As a standard action, you target a creature
and make an Athletics/grab check to clutch at their body, their
You can attempt to confound a creature of any size, but the GM clothing or armor, their shield or other worn gear, and so forth.
might impose disadvantage on your check, advantage on the The target must make a Reflex saving throw to avoid you,
saving throw, or both if the creature’s sense organs are specially using your check as the challenge throw. On a failed save, the
protected or hard to reach. target is restrained and you are slowed until you release the
target (a minor action), or until the target escapes your grapple.
Demoralize Chapter 6/Athletics (112)
A well-timed show of strength in battle can temporarily rattle Appendix B/Conditions (A8)
the resolve of any foe. As a standard action, you target a
You can grapple only one creature at a time. You can drag a
creature who can observe you or who is aware of you, making a
grappled creature with you when you move, as long as their
Persuasion/intimidate check to harry the target with threats, a
weight doesn’t exceed a heavy load for you. If you do so, the
show of force, a display of weapon prowess, and so forth. The
creature’s weight affects your speed, and both you and the
target must make a Will saving throw, using your check as the
creature trigger opportunity attacks for your movement.
challenge throw. On a failed save, the target is frightened until
the end of their next turn. Chapter 8/Carrying Capacity (228)
Chapter 6/Persuasion (137) To grapple, you must be able to lock part of your body around
Chapter 7/Observation and Awareness (174) the target in a way consistent with your usual movement. This
Appendix B/Frightened (A10) typically means you can’t grapple while fighting with a two-
You can attempt to demoralize any creature, but the GM might handed weapon or a one-handed weapon and a shield unless
impose disadvantage on your check, advantage on the saving you have the Full-Body Fighter feat. You can’t grapple a
throw, or both if circumstances or the creature’s power relative creature more than one size category larger than you.
to you merit it. Full-Body Fighter (303)
A grapple combat maneuver can usually be made from range
Disarm only with specialized equipment or a natural weapon such as a
Sometimes getting the edge on a foe involves hindering their tentacle.
ability to hurt you. As a standard action, you target a creature
and one weapon or other item they hold, and make an Escaping a Grapple
Acrobatics/agility check to knock the item free, unbalance it so A creature restrained by a grapple can attempt to break free as
it slips from their grasp, and so forth. The target must make a a standard action. The restrained creature makes an
Reflex saving throw to keep the object away from you, using Acrobatics/agility check or an Athletics/slam check opposed by
your check as the challenge throw. On a failed save, the target an Athletics/grab check made by the grappling creature.
drops the chosen item to the ground in a random location
within 30 feet of them, as determined by the GM based on the A creature can also escape a grapple by magical means such as
weight and size of the object and how badly the saving throw teleportation. If the grappling creature becomes unable to take
fails. actions, any creature they have grappled is automatically freed.
If a creature’s usual means of movement is resistant to your their wings, force them over their center of gravity, and so forth.
means of impeding them, such as scattering rubble to slow a The target must make a Fortitude saving throw, using your
monstrous centipede, the GM might impose disadvantage on check as the challenge throw. On a failed save, the target goes
your check, advantage on the saving throw, or both. The GM prone.
can also rule that certain impede attempts (for example, trying
Appendix B/Prone (A10)
to leg-check a Gargantuan dragon) are impossible.
You can’t trip a creature more than one size category larger than
Shove you.
Sunder
Perhaps the most effective way to force a foe out of combat is to
remove their means of attack and defense, sundering their
weapon or armor to damage or destroy it. As a standard action,
you target a creature and a weapon or object they hold, their
shield, or their armor, and make an Athletics/slam check to
weaken the object by cracking it, bending it, dulling its edge,
and so forth. The target must make a Reflex saving throw to
avoid contact with you, using your check as the challenge throw.
On a failed save, you compare your check result with the DC
required to damage the object targeted by the sunder attempt,
and track the number of successful checks needed to destroy
the weapon or make it inoperable.
Chapter 8/Damaging Objects (230); Damaging Weapons and
Armor (231)
It is possible to succeed at the opposed check and still fail to
meet the DC necessary to damage the target object. Weapons
and armor that are successfully damaged by a sunder combat
maneuver become less effective in combat, as usual.
At the GM’s determination, you might need to employ a tool or
weapon in a sunder attempt. Though it’s possible to crack a
wooden weapon by striking it with your boot, or to damage
chain mail by tearing at its leather straps with your bare hands,
damaging a greatsword or a suit of plate armor likely requires
that it be struck by stone or steel.
Trip
Upending a creature to knock them out of their regular
orientation is a most effective way of limiting their offensive and
defensive options. As a standard action, you target a creature
and make an Athletics/slam check to sweep their legs, twist
Benefit: When you successfully use the distract combat Appendix B/Restrained (A11)
maneuver, a creature dazed by the maneuver has their action Mastery: You can take this feat once, at a cost of 1 feat slot.
options reduced, as you eliminate their ability to take a standard
action or a move action (your choice). Painful Trip
Appendix B/Dazed (A9) When you cause a foe to fall, they fall hard.
Mastery: You can take this feat once, at a cost of 1 feat slot. Prerequisites: Skill Focus (Athletics) ×4.
Benefit: When you successfully use the trip combat maneuver,
Grasping Disarm the creature you make prone takes bludgeoning damage based
When you cause a foe to lose their grip, you can lay claim to the on their size, as their body twists over on itself or hits the
weapon or object they give up. ground.
Prerequisites: Skill Focus (Acrobatics) ×4. Creature Size/264
Benefit: When you successfully use the disarm combat Appendix B/Prone (A10)
maneuver, you can decide that the object you force a creature Size Damage
to drop ends up in your possession. You can’t use this feat if you Fine to Tiny —
don’t have some means of holding onto the object. Small 1d4
Mastery: You can take this feat once, at a cost of 1 feat slot. Medium 1d6
Large 1d8
Impeded Crowd Huge
Gargantuan or Colossal
1d10
1d12
When you impede a foe’s movement, their instability affects
other foes close by. Mastery: You can take this feat once, at a cost of 1 feat slot.
Prerequisites: Skill Focus (Acrobatics) ×4.
Benefit: When you successfully use the impede combat
Powerful Sunder
maneuver, one other creature of your choice within 5 feet of the The force you put into your weapon-breaking assault carries
slowed creature has their speed decreased by 5 feet for the straight through to your foe.
same movement mode until the end of their next turn. Prerequisites: Skill Focus (Athletics) ×4.
Appendix B/Slowed (A11) Benefit: When you successfully use the sunder combat
Mastery: You can take this feat once, at a cost of 1 feat slot. maneuver, striking the object you target deals damage to the
creature holding it. Your sunder attempt deals damage equal to
the damage die of a weapon you sunder, or 1d4 or 1d6 damage
Martial Maneuver for armor, a shield, or a mundane object, as determined by the
Your deft approach to combat lets you harry your foes in GM and depending on the object’s size and weight. If the
between weapon attacks. object or weapon doesn’t break from your sunder attempt, this
Prerequisites: Weapon Focus ×1. damage is bludgeoning damage from the force of your strike. If
the object breaks, it might do piercing or slashing damage
Benefit: When you hit a creature with a weapon attack, you can
instead.
make a combat maneuver against that creature as a minor
action. If you make multiple attacks as a standard action, you Mastery: You can take this feat once, at a cost of 1 feat slot.
Pugnacious Shove
You can keep pace with your foe as you force them back on the
battlefield.
Prerequisites: Skill Focus (Athletics) ×4.
Benefit: When you successfully use the shove combat
maneuver, you can move up to half your speed as a free action,
following the path of the creature you moved and ending up in
any space they vacated.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Attack Modifiers
Strength is the usual modifier for melee attacks, which focus on
hitting hard. Dexterity is the usual modifier for ranged attacks,
which depend on precision and accuracy.
Your weapon attack bonus increases when you take the
Weapon Focus feat for a weapon group or the Weapon
Specialization feat for a specific weapon. Certain lineage traits
That said, GMs who want to establish clear breakpoints for how to they dodge it. The GM agrees, imposing disadvantage on
assess attack rolls can use the following guidelines: the priest’s next defense roll.
• The attack roll is 10 or so above the defense roll, or higher — clear A ghoul lays into a warrior with two claws and a bite attack,
hit with asset hitting with both claws but rolling a partial hit on the bite.
• The roll equals or is a bit higher than the defense roll — clear hit Instead of having the bite deal damage, the GM decides
• The roll is within 5 or so below the defense roll — hit with that the warrior twisting away to avoid the ghoul’s fangs
complication temporarily breaks their focus — to grant disadvantage on
• The roll is 10 or so below the defense roll, or lower — clear miss their saving throw against the ghoul’s immobilizing rend
The GM always has the final say over what an attack roll represents attack.
and how it advances the story.
Unlucky Outcome
Partial Hit A low attack roll might mean that you hit with the attack, but
that the complication sets up how something else goes wrong
For some attacks, an attack roll that’s close to a hit might
as a result of that success.
indicate that you make only partial contact with the target. A
partial hit might deal half damage, minimum damage (as if the A player makes a low attack roll in a tough, face-to-face
attacker had rolled a 1 on all damage dice), or limit the attack’s sword duel, but wants to deal all the damage of a clear hit.
damage and effects in any other way of the player and GM’s They suggest a trade-off that leaves their attacking
devising. character off balance and with disadvantage on their next
defense roll. The GM agrees — but decides that the
When an enemy archer makes a slightly low attack roll to
opponent duelist can use that drawback immediately, by
target a mage, the GM decides that the arrow wings the
using a reaction to make an opportunity attack against the
mage, dealing half damage. When the mage’s attack roll to
off-balance character.
respond with eldritch blast is just barely above a clear miss,
the mage’s player suggests dealing half damage as well, A mage’s ray of frost spell is cast against an enemy warrior
but the GM decides that the lower roll should deal only but has a low attack roll. The GM is fine with the warrior
minimum damage. taking the full effect of the spell, but decides that the
imperfect casting momentarily disrupts the flow of the
Magic Grimoire/Spells (ch. 1)
mage’s magic, giving them disadvantage on their next
A warrior rolls low on an attack to strike a red dragon with magic attack roll or magic challenge throw.
an energy surge greataxe channeling lightning damage.
Magic Grimoire/Spells (ch. 1)
The warrior’s player suggests that the attack deals
minimum weapon damage but full lightning damage, with The GM decides that a scout’s slightly low attack roll with a
the GM agreeing that the lessened contact of the blow still shortbow can be treated as a clear hit, but adds that the
allows the axe’s magic to connect. bowstring struck the character’s bow arm to cause short-
term discomfort. The GM offers the player the choice of
Magic Grimoire/Weapons (ch. 2)
having disadvantage on the next attack roll made with the
An arcanist’s ranged magic attack roll for the acid arrow bow or dealing half damage with their next successful bow
spell is less than the defense roll of the troll targeted by the attack.
casting. The player suggests that the attack should deal
minimum damage each round, wanting to negate the troll’s
regeneration for as long as possible. But the GM decides
Hit With a Cost
With the dangers of combat ever-present, a hit with a
that the spell making only partial contact deals full damage
complication might mean that an attacker takes damage or
in the first round, then has its magic end early.
suffers a short-term condition when their attack goes astray.
Chapter 10/Magic Attack Roll (335)
When an enemy guard makes a low attack roll while
delivering a pounding to an investigator in melee, the GM
Alternative Effect decides that the wayward attack is a sign of the guard
In the thick of combat, any loss of focus can hinder an attacker’s getting careless. The attack deals its regular damage, but
momentum. A low attack roll might mean that the attack makes allows the investigator to deal 1d4 slashing damage from
no real contact with the target, but that avoiding the near-hit the guard accidentally pushing in against the investigator’s
leaves the target in a more vulnerable position. blade.
A scout losing a battle against a wight rolls low on a An archer character makes a low attack roll but wants to
shortsword attack against the undead. Wanting to focus on take down a wight on their last legs. The GM agrees to the
getting out of the fight, the scout’s player suggests that the player’s suggestion that in exchange for the attack dealing
attack deal no damage, but that the wight be distracted full damage, the attack throws the character badly off
enough by the near-miss to not make an opportunity attack balance to make them dazed until the end of their next
when the scout flees. The GM decides that losing the turn.
attack is too strong a benefit, but gives the wight
Appendix B/Dazed (A9)
disadvantage on their attack roll.
An animyst with a low mace attack roll against a cult priest
thinks about dealing partial damage, but knows that her
Hit With Asset
greataxe-wielding ally is ready to step up behind her. The Just as an attack roll that falls short of the target’s defense roll
player suggests instead that the animyst’s attack deals no can represent a hit with a complication, an attack that greatly
damage but sends the priest off balance for a moment as exceeds the defense roll can allow players and GMs to make the
hit even more potent. This might take the form of an even more
devastating hit, a one-time benefit for the attacker, a negative opportunities to fail death saving throws, so that the mage
impact on the target and their allies, and more. can fail up to four death saving throws and still be dying.
A character who rolls exceptionally high on a crossbow Only when he fails a fifth death saving throw does the
attack against a basilisk might leave the creature reeling, character die.
with the player and the GM deciding that the basilisk has Death Saving Throws (254)
disadvantage on their next defense roll, or that the first
Extra death saving throws a creature can fail as a result of
character targeted by the basilisk’s petrifying gaze has
nonlethal damage attacks reset if the creature dies or restores
advantage on their saving throw.
any hit points. A creature who is already dying can’t be affected
Creature Compendium by a nonlethal damage attack.
A scoundrel’s overwhelming attack against an evil high
priest might inspire the player and the GM to decide that Nonlethal Maneuver
the attacking character can make a combat maneuver When you hit with a nonlethal maneuver attack, you deal no
against the priest as a free action — or against one of their damage with the attack but can automatically impose the effect
allies if the attack leaves the priest on the ground. of one combat maneuver on the target. You don’t make the skill
check associated with the combat maneuver, with your hit
Grievous Hits as Asset instead getting cleanly past your foe’s mental and physical
A grievous hit is a special example of a high attack roll becoming a defenses to set the maneuver up.
hit with an asset. When an attack roll exceeds the defense roll by 20 Combat Maneuvers (259)
or more, it is a grievous hit that deals maximum damage on weapon
damage dice. A GM and a player can decide that an attack that If you have an attack that imposes effects in addition to
exceeds the defense roll by 20 or more takes a different asset, but damage, those effects are applied to a nonlethal maneuver
that asset should not be any more valuable than this damage boost. attack.
Likewise, maximum damage on an attack should never be used as The GM determines whether a combat maneuver is appropriate
an asset on an attack that exceeds the defense roll by less than 20. for the type of attack you’re making. For example, a bow or
Grievous Hits (294) crossbow attack might be used to distract or impede a creature,
but most likely can’t be used to trip them.
benefit the most from this package if Strength is one of your best
Attack Feats ability scores.
Weapon Focus (heavy sword group) ×3: You have a +3 bonus to
The feats in this section help ensure that a character strikes true
attack rolls with a longsword, a greatsword, or any other related
when they attack in combat.
weapon.
Where a feat appears with only a cross-reference to another Power Attack ×1: You impose a d4 bane on attack rolls with melee
section, that feat is relevant to attacks but has its full write-up in weapons and gain favored damage on those attacks.
that other section.
Cleave ×1: When you reduce a creature to 0 critical points with a
melee attack, you can make an extra melee attack with the same
Fast-Start: Combat weapon against one other creature within reach. (You must have a
Your character’s approach to combat can cover a wide range of Strength of 13 or higher, or must also take the Self Taught feat for
weapons and training. To quickly build a character, select one or Strength, to take Cleave.)
more of the following combat feat packages, each of which costs 5
feat slots. These packages make use of feats from the Attack Feats Stealthy Attacker
section, the Damage Feats section, and the Combat Style feats 5 Feat Slots
section. (The information presented here is also presented as part of Some warriors specialize in hitting hard with heavy weapons, but you
“Feat Packages” in Chapter 1.) know that a more delicate touch can be just as devastating in battle.
Attack Feats (268); Combat Style Feats (303); Damage Feats (272) Take this feat package if you want to maximize the potential of your
attack with a lighter weapon — including weapons that are easier to
Remember that your choice of feats for weapons must line up with
conceal when you want to stay out of trouble. You’ll benefit the
your choices of what weapons you purchase.
most from this feat package if Dexterity is one of your best ability
Fast-Start: Weapons and Armor sidebar (274) scores.
Archer Weapon Focus (light sword group) ×2: You have a +2 bonus to
5 Feat Slots attack rolls with a shortsword, a rapier, or any other related weapon.
You know that the safest place on any battlefield is as far away from Finesse Attack ×1: Your melee attacks with weapons in the light
the action as possible, letting you safely rain down destruction upon sword group use your Dexterity modifier instead of your Strength
your foes. Take this feat package if you want to focus your combat modifier for attack and damage rolls.
skills on fighting at range. You’ll benefit the most from this feat Sneak Attack ×2: When you have advantage on a melee attack with
package if Dexterity is one of your best ability scores. a light weapon or finesse weapon, a hit deals an extra 2d6 damage.
Weapon Focus (bow group) ×3: You have a +3 bonus to attack (You must have Dexterity 15+ and Skill Focus (Stealth) ×1 to take the
rolls with a longbow, a shortbow, or any other related weapon. Sneak Attack feat.)
Point Blank Shot ×1: Whenever you make an attack with a ranged Chapter 2/Ability Scores (29)
Chapter 6/Stealth (140)
or thrown weapon against a target within 30 feet of you, the attack
has favored damage. Weapon Master
Precise Shot ×1: When you make a ranged attack against a target 5 Feat Slots
who has cover from being in melee with other creatures, that target
You never rely on only a single type of weapon, instead making sure
does not gain advantage on their defense roll from that cover.
you always have the right combat tool for the job. Take this feat
Raging Attacker package if you want to be a versatile warrior, able to bring the fight
to any type of foe.
5 Feat Slots
Weapon Focus (heavy sword group) ×2: You have a +2 bonus to
You might be as calm as anyone while off the battlefield. But when
attack rolls with a longsword, a greatsword, or any other related
the call of combat comes to you, a feral instinct drives you to victory.
weapon.
Take this feat package if you want to make use of a focused but
unpredictable fighting style. You’ll benefit the most from this feat Weapon Focus (heavy pole group) ×2: You have a +2 bonus to
package if Strength is one of your best ability scores. attack rolls with a glaive, a longspear, or any other related weapon.
Weapon Focus (heavy axe group) ×2: You have a +2 bonus to Weapon Focus (crossbow group) ×1: You have a +1 bonus to
attack rolls with a battleaxe, a greataxe, or any other related attack rolls with a light crossbow, a heavy crossbow, or any other
weapon. related weapon.
Raging Attack ×1: You channel a state of wild fury in combat,
gaining a d4 boon on weapon attack rolls, favored damage on Brawler’s Flurry
weapon attacks, and a d4 boon on combat maneuver skill checks.
You make unarmed attacks at a speed that catches your
However, you have a d4 bane to defense rolls.
opponents off guard.
Sweeping Attack ×1: When you hit with a melee attack, you can
repeat the attack against another creature within 5 feet, dealing Multiple Attack Feats (297)
damage equal to your melee attack ability modifier.
Disorienting Strike ×1: Whenever you score a grievous hit, the Cleave
target is also disoriented for one sense of your choice. When you drop a foe, your fury lets you carry on to the next
enemy with an unexpected attack.
Striker
5 Feat Slots Combat Style Feats (303)
You hit hard, knowing that a single heavy blow can fell even the
most powerful of foes. Take this feat package if you want to do a lot
of damage while sticking always in the thick of the fight. You’ll
Your weapon skill lets you unleash a flurry of attacks. Times Taken 1 2 3
Multiple Attack Feats (297) Benefit: Choose a specific weapon from the chosen weapon
group. You gain a +2 bonus to attack rolls made with that
weapon.
Mastery: You can take a first instance of this feat multiple times.
Each time you do so, you take it for a different weapon.
You can take this feat three times for a single weapon,
increasing the bonus to a maximum +6.
Feat Slot Cost 1 2 3
Times Taken 1 2 3
Minimum Damage
Damage A negative Strength modifier acts as a penalty on damage rolls,
When you hit with a weapon attack, you roll dice to deal and other effects might impose a penalty to damage rolls.
damage for the attack. The weapon used (including an unarmed Penalties can reduce the result of a damage roll to 0, dealing no
strike and the natural attacks of creatures) determines the damage, but can’t reduce the roll to less than 0.
amount of damage the attack deals.
Creature Compendium/Natural Attacks Favored Damage
Each weapon that can be wielded by a Small or Medium Certain lineage traits, feats, and other features grant favored
creature uses a specific damage die — a d4, d6, d8, d10, or damage to your weapon attacks, boosting your damage to
d12 — and deals either bludgeoning, piercing, or slashing reflect your combat prowess. When you have favored damage
damage, depending on the weapon. The damage dealt by your and you hit with a weapon attack, you roll an extra weapon
attack reduces a target’s current hit points. damage die and use that roll if it is better than any of the other
damage dice rolled. The weapons characters wield typically use
Hit Points (252); Weapons (274) a single damage die, so you roll two dice for favored damage
and use the best roll. Creatures with natural attacks or oversized
Damage Roll weapons who roll multiple dice for their damage roll one extra
With some attacks, the physical power you put behind the attack die and can use it to replace the roll of one of the attack’s
carries over into damage. With other attacks, the weapon alone damage dice.
determines how much damage the attack deals. Chapter 3/Lineages (34)
With melee weapons, Strength determines how hard you hit, Favored damage lets you roll an extra die only for an attack’s
affecting both your attack roll and your damage roll. With weapon damage dice. Damage from magic and feats such as
ranged weapons, Dexterity determines the accuracy of your Sneak Attack is not affected. An attack made with a spell or
attack but doesn’t add to damage. But for ranged attacks with other magic can’t use favored damage, even when that magic
thrown weapons, certain composite bows, and slings, your takes the form of a weapon or deals damage through a weapon.
Strength adds extra power to your damage even though your
Dexterity determines whether you hit or not. If multiple circumstances grant you favored damage on an
attack, you roll one additional damage die for each time you
Weapons by Weapon Group (278) have favored damage, but you use only the one best result from
Your damage roll with a melee weapon, a thrown weapon, a all those extra dice.
sling, or a composite bow with a strength bonus is:
Weapon damage die roll + Strength modifier Damage Types
+ weapon damage bonus + magic bonus Weapon attacks, damage-dealing spells, falling from a height, fire
+ extra damage and cold — these and all other effects that deal damage to a
creature’s hit points deal different types of damage. All damage
Your damage roll with any ranged weapon except a thrown
reduces hit points in the same way, unless magic grants a creature
weapon, a sling, or certain composite bows is: resistance or immunity to certain damage types.
Weapon damage die roll + weapon damage bonus Appendix A/Immunity, Resistance, and Vulnerability (A3)
+ magic bonus + extra damage Each damage type is presented here, with examples of where it
appears in the game.
Damage Modifiers Acid damage is caused by caustic burning, whether from a vial of
Your weapon damage bonus increases when you take the alchemical acid, the acid arrow spell, or the attacks of a black
Weapon Prowess feat. Additionally, magic weapons have a dragon or mesmeric mouther.
bonus (from +1 to +5) that adds to your damage rolls. Chapter 8/Alchemical Items and Everyday Magic (214)
Magic Grimoire/Spells (ch. 1)
Damage Feats (272)
Creature Compendium
The Finesse Attack feat lets you add your Dexterity modifier to Bludgeoning damage is dealt by blunt impact, as with weapons
damage rolls for finesse melee weapons instead of your such as hammers and staffs, the impact of falling or being hit by a
Strength modifier. rock, or being punched, slammed, or squeezed by a creature.
Attack Feats (268) Weapons (274)
Cold damage comes from extreme cold, including exposure to
Extra Damage arctic weather, the ice storm spell, or the attacks of a wiirdhar or
white dragon.
Extra damage includes any damage over and above that dealt
by a weapon’s damage dice, including damage from feats such Fire damage comes from extreme heat, including contact with fire,
as Sneak Attack or Ruthless Attack, the elemental damage of a a flame flow spell, or the attacks of a gold dragon or fellhound.
fiery magic sword, and so forth. If extra damage doesn’t specify Force damage is disruptive energy channeled through magic,
a damage type, it uses the damage type of the weapon attack. including a magical bead of force, the magic missile and eldritch
For example, a creature with the Ruthless Attack feat deals extra weapon spells, or the attacks of an androsphinx or earth mephit.
bludgeoning damage with a quarterstaff and extra slashing Magic Grimoire/Magic Items (ch. 2)
damage with battleaxe. Lightning damage comes from the violent release of electrical
Magic Grimoire/Magic Items (ch. 2) energy, as channeled by lightning storms, a lightning bolt spell, or
the attacks of an arrowhawk or blue dragon.
Favored Adversary
You know these foes well, and they will feel your wrath.
Chapter 6/Skill Feats (148)
Finesse Attack
You eschew the force of a brute-strength attack to strike with
deadly accuracy.
Attack Feats (268)
Full-Body Fighter
Your unarmed attacks are no less deadly even when your hands
are occupied.
Combat Style Feats (303)
Ruthless Attack
A target who grants you advantage in combat feels the full brunt
of your assault.
Prerequisites: Strength 15+, Skill Focus (Athletics) ×1, Weapon
Focus ×4.
Chapter 2/Ability Scores (29)
Benefit: On your turn, when you use a one-handed weapon or a
two-handed weapon to hit with a melee attack against a target
who grants you advantage, the attack deals an extra 1d8
damage.
Chapter 7/Creatures of the World (157)
Appendix A/Incorporeal (A5)
If you make multiple attacks on your turn, you apply this feat You can take this feat three times for a single weapon group,
only to the first hit you make with advantage. increasing the bonus to a maximum +6.
You can’t use Ruthless Attack and Sneak Attack on the same Feat Slot Cost 1 2 3
attack roll. Times Taken 1 2 3
Mastery: You can take this feat three times, increasing the extra
damage to a maximum 3d8.
Feat Slot Cost 1 2 3
Times Taken 1 2 3
Sneak Attack
When you have the advantage over a foe, you can catch them
off guard with a devastating strike.
Prerequisites: Dexterity 15+, Skill Focus (Stealth) ×1, Weapon
Focus ×1.
Benefit: On your turn, when you use a light weapon or a finesse
weapon to hit with a melee attack against a target who grants
you advantage, the attack deals an extra 1d6 damage.
Chapter 7/Creatures of the World (157)
Appendix A/Incorporeal (A5)
If you make multiple attacks on your turn, you apply this feat
only to the first hit you make with advantage.
You can’t use Sneak Attack and Ruthless Attack on the same
attack roll.
Mastery: You can take this feat six times, increasing the extra
damage to a maximum 6d6.
Feat Slot Cost 1 2 3
Times Taken 1–2 3–4 5–6
Sneak Shot
With perfect precision, you unleash a devastating shot against a
distracted foe.
Prerequisites: Dexterity 15+, Skill Focus (Perception) ×1,
Weapon Focus ×1.
Benefit: On your turn, when you hit with a ranged weapon
attack against a target who grants you advantage, the attack
deals an extra 1d6 damage.
Chapter 7/Creatures of the World (157)
Appendix A/Incorporeal (A5)
If you make multiple attacks on your turn, you apply this feat
only to the first hit you make with advantage.
Mastery: You can take this feat six times, increasing the extra
damage to a maximum 6d6.
Feat Slot Cost 1 2 3
Times Taken 1–2 3–4 5–6
Weapon Prowess
Every attack you make forces a foe to feel your wrath.
Prerequisites: Weapon Focus (chosen group) ×4.
Benefit: Your attacks with any weapon from the chosen group
gain a +2 bonus to damage rolls.
Mastery: You can take a first instance of this feat multiple times.
Each time you do so, you take it for a different weapon group.
Heavy
A weapon with the heavy quality is of a weight or length that
makes it unwieldy in the hands of a smaller combatant. A Small
creature has disadvantage on attack rolls with a heavy weapon.
Misfire
All firearms have the misfire quality as a side effect of the
alchemical processes that provide their power. If the number
that accompanies the misfire quality is rolled on the attack roll
1. Each additional point of Strength rating costs an extra 100 gp, to a heavy armor automatically has gauntlets at no cost.
maximum +4 for a composite longbow or +2 for a composite 3. Cost for wooden shield/steel shield. A steel shield can be fitted with
shortbow. shield spikes at a cost of +10 gp, and deals bludgeoning and piercing
2. Cost for a pair of gauntlets. Spiked gauntlet costs +3 gp, and deal damage.
bludgeoning and piercing damage. A character wearing medium or Armor (240)
Light Hammer your Dexterity modifier for attack rolls with a sling and add your
Strength modifier to damage rolls.
Balanced and weighted for throwing, this small hammer’s
momentum gives it better range than many thrown weapons. Using a sling requires two hands for loading and one hand for
shooting.
Light Pick You can hurl ordinary stones with a sling, but stones aren’t as
Small and easy to conceal, a light pick has a tapered head that aerodynamic as sling bullets. A sling attack using a stone is
focuses the force of your attack. made with disadvantage.
Though heavy enough to deal solid damage, a warhammer’s Any bonuses and benefits you gain for a sling, as well as the
precision balance allows it to be wielded one-handed. properties of a magic sling, are temporarily imparted into the
bullets when you attack. As well, magic sling bullets have their
own bonuses and benefits that add to those of your sling.
Hurled Group
The hurled group consists of ranged weapons that are hurled If you throw a bullet at a foe, you treat it as an improvised
when used to attack. This includes the sling, which is classed as weapon dealing 1d4 bludgeoning damage. None of the
a hurled weapon because of how it is used and the space bonuses or benefits for feats you’ve taken for your sling attacks
needed to swing it. apply to such attacks.
Lance Trident
A lance is sturdy pole weapon crafted of wood and reinforced With a sharpened three-pronged fork as a head, a trident can be
with metal, designed to deal formidable damage on a charge. wielded one-handed or thrown. In melee, its multiple tines make
As a one-handed weapon, a lance can be easily wielded by a it ideal for disarming enemies.
mounted combatant.
Sword Group, Heavy
Longspear Though they come in many forms, all these heavy blades are the
With a long bronze or steel head honed to a razor point, this tools of veteran warriors and the bane of even the most
polearm can be used to make devastating attacks when you powerful foes.
charge. A longspear has reach 10. You can strike opponents 10
feet away with it, but you can’t use it against closer foes. Backsword
This heavy sword is impeccably balanced and has a slight curve
Ranseur to its single-edged blade, allowing you to focus its cutting
This polearm is set with a narrow pointed blade with a hook power.
below, making it extremely effective at disarming foes. A
ranseur has reach 10. You can strike opponents 10 feet away Bastard Sword
with it, but you can’t use it against closer foes.
A bastard sword is a long, heavy blade that deals formidable
damage even while wielded one-handed, but which isn’t as
Pole Group, Light versatile as lighter blades.
Light pole weapons generally feature a haft of solid wood with a
metal head. They are light enough that many can be thrown, but Greatsword
are fully optimized for use in melee. The largest of swords, a greatsword is a heavy, two-handed
blade well known for dealing devastating damage. Greatswords
Bladespear are too large to be worn at the hip, and so are often set in a
The bladespear is a heavy spear whose lower haft is set with a back scabbard or simply carried over the shoulder.
broad slashing blade. A bladespear is a double weapon,
meaning you treat it as a one-handed weapon when used with Longsword
the Rapid Attack feat. You can wield a bladespear in one hand, Known for its versatility and power, the longsword is the
but you can’t use the Rapid Attack feat with it if you do. preferred weapon of many warriors, able to deal damage in a
devastating slash or a piercing thrust.
Quarterstaff
Shaped and crafted of heavy hardwood, a quarterstaff is a Scimitar
simple weapon that can prove deadly in the right hands. A This long sword has a heavy curve to its single-edged blade,
quarterstaff is a double weapon, meaning you treat it as a one- which is weighted toward the tip for extra cutting power.
handed weapon when used with the Rapid Attack feat. You can
wield a quarterstaff in one hand, but you can’t use the Rapid
Attack feat with it if you do.
Two-Bladed Sword
This long, heavy sword is edged at both ends, with its hilt at the
Double (275); Rapid Attack (297) center of its two blades. A two-bladed sword is a double
A walking stick, a sturdy branch, or a length of wood grabbed weapon, meaning you treat it as a one-handed weapon when
up to use in combat lacks the balance and strength of a properly used with the Rapid Attack feat. You can wield a two-bladed
crafted quarterstaff. Such an item is treated as an improvised sword in one hand, but you can’t use the Rapid Attack feat with
weapon that deals 1d6 bludgeoning damage. it if you do.
Double (275); Rapid Attack (297)
Shortspear
A short length of balanced wood set with a metal or fire- Sword Group, Light
hardened point, a shortspear is light enough to be thrown, to be
These mid-sized bladed weapons are supple and light,
wielded one-handed in melee, or to be used for quick attacks
designed for quick and deadly strikes.
with its butt end.
A shortspear is a double weapon, meaning you treat it as a one- Falchion
handed weapon when used with the Rapid Attack feat. You can
This small, single-edged sword has a curved blade that
wield a shortspear in one hand, but you can’t use the Rapid
maximizes the impact of its damage.
Attack feat with it if you do.
Spear Long-Knife
This narrow, straight blade is carefully balanced for throwing.
Set with a razor-sharp metal head and heavy enough that it must
be used two-handed in melee, a spear is weighted and
balanced to be thrown.
Rapier
A rapier’s light weight and balance make it perfect for quick and
accurate strikes.
treated as ammunition (including darts and throwing stars) is a To calculate a weapon’s damage, find its damage die as sized
free action. for a Medium creature. Then move one number to the right for
each increase in size category, from Large to Huge and so forth.
Improvised Weapons When a weapon becomes large enough that it exceeds a d12
damage die, the progression continues using multiple dice.
Sometimes objects not crafted to be weapons end up used in
combat. Because such objects are not weapons or part of any Creature Size (264)
weapon group, if you use an improvised weapon in combat, you A longsword sized for a Medium creature deals 1d8
gain no bonuses to attack rolls or damage from any weapon damage, so a longsword crafted for a Large creature would
feats. When you attack, you use only your Strength modifier (for deal 1d10 damage. This is consistent with a longsword
melee attack rolls, melee damage rolls, and thrown damage sized for a Large creature being roughly the same scale as a
rolls) and your Dexterity modifier (for ranged attack rolls and bastard sword sized for a Medium creature. A longsword
thrown attack rolls). Improvised weapons likewise can’t be used crafted on the scale of a Huge creature would scale up by
with any feat that has Weapon Focus or Weapon Specialization two size categories (Medium to Large to Huge) to deal
as a prerequisite. 1d12 damage, equivalent to a Medium creature’s
A warrior who runs out of long-knives to throw is forced to greatsword.
grab a fireplace poker and hurl it at an oncoming troll,
using her Dexterity modifier for the attack roll and adding Cost and Weight
her Strength modifier to damage if she hits. Even if she has The cost of creating a weapon covers both materials and the
Point Blank Shot, the improvised poker doesn’t gain that labor and knowledge of the crafter. As weapons increase in size,
feat’s benefit. their weight and cost increases.
When a knight finds himself weaponless in the middle of a
pack of vormloeks, he grabs up a length of firewood and WEAPON COST BY SIZE
uses it to strike back. But if he drops a vormloek with the
chair, he can’t use the Cleave feat to make an additional Sized for Creatures
attack with it, since the weapon training underlying his Who Are… Cost Weight
ability to cleave is of no use. Medium ×1 ×1
Large ×2 ×2
As a general rule, an improvised two-handed weapon deals 1d8 Huge ×3 ×4
damage, an improvised one-handed weapon deals 1d6 Gargantuan ×6 ×8
damage, and an improvised light weapon deals 1d4 damage. Colossal ×10 ×16
Choose a damage type that makes sense for the weapon (most
commonly bludgeoning damage). An improvised weapon has a
critical range and modifier of 20/+1d. If thrown, it has a close Larger Reach Weapons
range of 30 feet and a long range of 120 feet. The reach indicated for weapons in this section is for weapons
sized for Small and Medium creatures, extending those
Depending on the nature of the improvised weapon, the GM
creatures’ natural reach of 5 feet. (Many reach weapons are
might determine that repeated attacks with it begin to damage
heavy weapons, however, making them unusable by Small
it. This might impose disadvantage on attack rolls with the
creatures.)
weapon or eventually destroy it.
To calculate the reach of a larger reach weapon, increase it
Chapter 8/Damaging Objects (230)
reach for a Medium or Small creature by 5 feet for each increase
Melee weapons that are thrown but don’t have the thrown in size category.
quality are treated as improvised thrown weapons. A character A guisarme sized for a Medium creature has reach 10. The
who hurls a longsword at a foe in desperation can’t use any feats same weapon sized for a Large creature would have reach
that would grant benefits to attacks and damage with that 15, while a guisarme sized for a Huge creature would have
weapon in melee combat. Likewise, if the thrown longsword reach 20. A Huge creature with a guisarme can attack foes
attack hits, it deals damage of only 1d6 plus Strength modifier, 20 feet away but can’t attack foes within closer reach (15
rather than the longsword’s 1d8. feet to 5 feet).
Weapon Size A glaive with reach 5–10 for a Medium creature would have
reach 10–15 when sized for a Large creature, or reach 15–20
The weapons in this section are sized for use by Medium and when sized for a Huge creature. A Huge Creature using a
Small creatures, though a Small creature can’t use heavy glaive can attack foes at 15 or 20 feet away, but can’t attack
weapons. Tiny creatures can use light weapons in this section, foes who are closer.
which are typically too small for Large and larger creatures to
Tiny or smaller creatures can’t use reach weapons.
use. Those creatures typically use weapons properly sized for
them, preferring the higher damage those weapons deal.
Each special material increases the cost of weapons or armor Items made of dragon scales are twice their regular cost.
crafted of that material.
Ironwood
Adamantine The steel-hard material known as ironwood is created from
Sometimes called “star-iron” for its unique origins, this rare and mundane wood transmuted by the ironwood spell. Ironwood is
ultrahard metal is found only in the remains of meteorites. as strong, heavy, and resistant to fire as steel, but ironwood
Weapons and tools fashioned from adamantine are harder to objects can’t be targeted by magic that affects metal.
damage than those made of common metals, and grant Magic Grimoire/Spells (ch. 1)
advantage on Athletics/slam checks to damage other objects.
Weapons, armor, and shields made of ironwood are twice their
Sunder (261) regular cost.
Chapter 8/Damaging Objects (230)
Additionally, melee weapons made from adamantine have a +1 Mithral
bonus to damage rolls. Armor made from adamantine grants its Mithral is a rare silvery, glistening metal that can be worked to
wearer a +1 bonus to their defense modifier. produce alloys both lighter and harder than steel.
Damage (271); Defense (237) Weapons and tools fashioned from mithral weigh half as much
Aside from its strength, adamantine has the same weight and as items made of steel, and are harder to damage than common
material properties as steel. Weapons, armor, and shields made metals because of their inherent hardness.
of adamantine are four times their regular cost. Chapter 8/Damaging Objects (230)
Armor and Armor Groups table (241); Weapons and Weapon
Armor (including shields) made of mithral weighs half as much
Groups table (276)
as armor of steel or bronze, has no armor hindrance, has its
maximum Dexterity bonus increased by 2, and has its arcane
Cold Iron casting check DC lessened by 5. Mithral otherwise has the same
Mined deep underground, cold iron is a magically resonant iron material properties as steel.
ore that is anathema to certain magical creatures. It radiates Armor and Armor Groups table (241)
magic to a detect magic spell until smelted, and must be forged
using special techniques and lower temperatures to preserve its Weapons, armor, and shields made of mithral are four times
unusual properties. Cold iron can overcome the damage their regular cost.
resistance of many fey and fiends, but otherwise has the same
weight and material properties as steel. Silver
Magic Grimoire/Spells (ch. 1) Though silver is too soft to be used in the forging of weapons, it
can be alchemically alloyed with steel to grant a weapon the
Weapons made of cold iron are twice their regular cost. ability to overcome the damage resistance of lycanthropes,
certain undead, and other creatures. Steel forged to incorporate
Darkwood alchemical silver maintains its usual properties.
This rare wood is known for its exceptional balance between Creature Compendium
strength and weight. Any wooden or mostly wooden item (such
as a bow, an arrow, or a spear) made from darkwood weighs Weapons, armor, and shields made with alchemical silver are
only half as much as a regular wooden item of that type. A twice their regular cost.
wooden shield made of darkwood has no armor hindrance.
Darkwood otherwise has the same material properties as typical Material Considerations
wood. When using a special material to craft armor, shields, and
Armor Hindrance (240) weapons, the entire item must typically be crafted from the
special material for it to benefit from the material’s properties. A
Items made of darkwood are twice their regular cost. suit of chain mail that is half mithral and half steel doesn’t gain
the properties of mithral. Likewise, a battleaxe gains no benefit
Dragon Scales from having its haft made of darkwood while most of its weight
The shed scales of dragons are as strong as metal and as supple comes from its steel axe head.
as leather, allowing them to be used in place of either material Where items only partly made of metal use adamantine, mithral,
in the creation of leather, studded leather, and scale mail armor. or cold iron, their metal parts must serve a purpose that can
A character wearing dragon scale armor has advantage on employ the special material’s properties. Building a crossbow
Fast Reload
With practiced ease, your weapon is reloaded and ready to use
in an instant.
Prerequisites: Weapon Focus (group with a ranged weapon)
×1.
Benefit: Whenever you use a weapon with the reload (minor)
quality, you treat it as reload (free). Whenever you use a weapon
with the reload (standard) quality, you treat it as reload (minor).
Reload (275)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Incomparable Throw
You can hurl melee weapons with deadly accuracy.
Prerequisites: Strength 13+, Weapon Focus (group with a
thrown weapon) ×4.
Benefit: You treat any melee weapon without a range entry as a
thrown weapon with a close range of 30 feet and a long range of
120 feet. You gain all applicable benefits from weapon feats
you’ve taken for the weapon when you throw it, and well as
ranged attack feats (as with any thrown weapon).
Weapons and Weapon Groups table (276); Weapon
Qualities (274)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Lethal Shot
By timing your shots with the attacks of your allies, your ranged
attacks gain a deadly potency.
Attack Feats (268)
Lunging Strike
With a flourish of movement, you strike farther than your foe
expects.
Prerequisites: Weapon Focus ×1, Strength 13+.
Quick Draw
Your weapon is out and readied for battle in an instant.
Prerequisites: Weapon Focus ×1.
Benefit: When you draw a weapon, you do so as a free action
instead of a minor action. If the weapon is hidden, you can draw
it as a minor action instead of a standard action. It still takes a
minor action to sheathe a weapon, and a standard action to
stow or retrieve a weapon in a backpack or pocket.
Chapter 5/Actions (83)
Using the Rapid Shot feat with thrown weapons usually requires
the Quick Draw feat.
Multiple Attack Feats (297)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Ruthless Attack
A target who grants you advantage in combat feels the full brunt
of your attack.
Damage Feats (272)
Sneak Attack
When you have the advantage over a foe, you can catch them
off guard with a devastating strike.
Damage Feats (272)
Sneak Shot
With perfect precision, you unleash a devastating shot against
an unsuspecting foe.
Damage Feats (272)
You can feint against more than one target if you have more
Advantage than one minor action available to you, but you can’t feint
against the same target twice on the same turn. You can’t feint
A universal combat option that all characters can use is
with a ranged weapon unless you have the Ranged Opportunist
advantage. You have advantage whenever your target is
feat. You can’t feint against a creature you can’t observe.
distracted or pressed in a way that prevents them from focusing
all their attention on defending against you. Creatures can grant Ranged Opportunist (301)
advantage when under the effect of certain conditions that
hinder their response to your attacks. But you can also gain Flank
advantage over a foe by using a minor action to charge, feint, When you engage a foe who is within the melee reach of one or
flank, or hide during the fight. more other enemies, you can time your attacks to take
Chapter 5/Actions (83); Bonuses, Boons, and Advantage (39) advantage of the target being distracted by those other threats.
Appendix B/Conditions (A8) You flank a target as a minor action, causing the target to grant
advantage to you on melee attacks and combat maneuver skill
Charge checks until you hit with an attack, until you succeed on a
combat maneuver skill check, or until the end of your turn.
As a minor action, you can make an Endurance check to run
while moving before you attack, in an attempt to overwhelm When you flank, other creatures who have the target within
your foe’s defenses. The DC of the Endurance/run check is set melee reach gain no immediate benefit. Each of those creatures
by the GM according to the terrain and other circumstances, as must also flank the target as a minor action to benefit from the
usual. With a successful check, your speed increases as the GM target being within your melee reach.
determines, and you have advantage on a melee attack or You can flank more than one target if you have more than one
combat maneuver skill check you make at the end of your move. minor action available to you, but you can’t flank the same
Chapter 6/Endurance (118) target twice on the same turn. You can’t flank with a ranged
weapon unless you have the Ranged Opportunist feat.
You must move a minimum of 10 feet when you charge. You
don’t have to move in a straight line, but trying to run along a Only a creature actively engaging the target in melee can help
staggered course increases the DC of the Endurance check. you flank that target. This excludes creatures who can’t take
Because you can’t shift while you run, you can make only one actions, creatures who are unable to attack because they don’t
attack that gains the benefit of a charge. have a suitable weapon, and creatures with a reach of 0 feet
(including most Tiny and smaller creatures).
If you are armed with a weapon with the charge quality, a hit
after charging gains favored damage. Because flanking a target depends on the target splitting their
attention between you and other threats, you can’t flank if the
Weapon Qualities (274) only other threat against the target is so close to you that the
You can charge using your speed, or your flying or swimming target can focus on both of you at the same time. Unless the
speed if you have one. In consultation with the GM, you can also GM determines otherwise, the space between you and another
make a charge attack involving nonstandard movement — for creature must be equal to or greater than the target’s space for
example, leaping from a height to land on top of a moving foe. you and that creature to flank the target.
In such a case, the GM might determine that an Athletics or Two marauders face off against a hobgoblin warrior (a
Acrobatics check is more appropriate than Endurance. Medium creature with a space of 5 feet). As long as the
marauders have at least 5 feet of space between them, they
Feint can each flank the hobgoblin. But if they are standing next
As a minor action, you can feint in melee combat to distract a to each other, the warrior can focus on both of them at
foe or put them on edge. You make an Acrobatics/agility once, and flanking is impossible.
check or Persuasion/deception check to feint (your choice), The next round, the hobgoblin falls back and her dire wolf
opposed by your target’s Investigation/insight check or companion surges forward. Because the dire wolf is a Large
Perception/spot check (their choice). With a successful check, creature with a space of 10 feet, the marauders must
the target grants advantage to you on melee attacks and spread out farther to force the wolf to divide their attention
combat maneuver skill checks until you hit with an attack, until between them. With only 5 feet of space between the
you succeed on a combat maneuver skill check, or until the end warriors, the dire wolf isn’t distracted, and the warriors can’t
of your turn. flank.
A goblin scoundrel expertly feints to gain advantage If a foe isn’t threatened by another creature but is distracted by
against the fellhound guarding the door of an assassins’ a different type of meaningful threat (a trap making attacks
guild. The goblin has two attacks with their scimitar thanks against them, flames erupting from the floor, and so on), you
to the Rapid Attack feat. If they hit with their first attack, might be able to flank that foe, as the GM determines.
they deal their Sneak Attack damage and their advantage
against the fellhound ends, letting them make their follow-
up attacks without advantage.
Hide
If you have concealment or cover against another creature, you
The next round, the goblin feints again but misses with can use a minor action to make a Stealth/hide check to conceal
their first attack, retaining advantage for their second your presence from that creature. If your check is successful, a
attack. But when that attack misses, the goblin loses their sighted creature can’t observe you, and you temporarily gain
advantage at the end of their turn, gaining no benefit when total concealment against the creature.
the fellhound subsequently flees and provokes an
opportunity attack. Cover and Concealment (306)
Chapter 6/Stealth (140)
Combat Assistance
When you lend combat assistance, you use a standard action to Advantage Feats
harry a foe within your melee reach who is aware of you, and The following feats allow a character to increase their chance of
who is engaged in combat with a chosen ally of yours. Your gaining advantage in combat, or grant additional ways to
assistance grants that ally advantage on their next attack roll or exploit that advantage.
combat maneuver against the target, or advantage on their next Where a feat appears with only a cross-reference to another
defense roll against an attack from the target (the ally’s choice). section, that feat is relevant to advantage but has its full write-up
The ally must use the advantage or disadvantage before the in that other section.
end of their next turn, or it is lost.
Chapter 7/Observation and Awareness (174) Battle Command
Your knowledge of combat tactics allows you to direct your
allies to greater offensive or defensive capability.
Prerequisites: Charisma 15+, Skill Focus (Persuasion) ×1,
Weapon Focus ×4.
Attack Feats (268)
Chapter 2/Ability Scores (29)
Chapter 6/Skill Feats (148)
Benefit: Whenever you lend combat assistance, you can harry a
foe within 30 feet of you, and you can lend assistance to a
number of allies equal to your Charisma modifier who are
engaged in combat with that foe.
Combat Assistance (290)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Defensive Surge
Your superior reflexes let you stay safe while moving through
combat.
Defense Feats (238)
Demoralizing Charge
Your charge attack strikes fear into the hearts of your enemies.
Prerequisites: Skill Focus (Persuasion) ×4.
Benefit: Whenever you succeed on an Endurance check to run
when you charge, you can make a demoralize combat maneuver
as a free action against each enemy within 5 feet of the path of
your charge. You make one Persuasion check, which acts as the
challenge throw for each creature’s Will save.
Demoralize (260)
Chapter 6/Endurance (118)
Additionally, any creature you hit with your charge attack is
frightened for 1d4 rounds.
Appendix B/Frightened (A10)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Expedient Ally
While in close combat with your compatriots, you can quickly
lend power to their attacks.
Prerequisites: Intelligence 13+, Weapon Focus ×1.
Benefit: You can lend combat assistance to an ally as a minor
action. If you have multiple minor actions to use, you can lend
combat assistance to multiple allies, but you can’t lend
assistance to the same ally twice.
Mastery: You can take this feat once, at a cost of 1 feat slot.
First Blood
When you have the drop on your enemies, your attacks are
particularly potent.
Combat Round Feats (236)
Focused Defense
An innate sense of your enemies’ movement lets you focus to all
sides of you at once.
Defense Feats (238)
Focused Parry
Your focus on defensive strategy lets you defy your enemies’
attacks.
Defense Feats (238)
Lethal Shot
By timing your ranged attacks with the attacks of your allies,
those ranged attacks gain a deadly potency.
Prerequisites: Point Blank Shot ×1, Sneak Shot ×1.
Attack Feats (268) ; Damage Feats (272)
Benefit: While you are within 30 feet of a target and that target
is engaged in melee with any of your allies, you can use a minor
action to gain advantage on ranged attack rolls against the
target until you hit with an attack, until you succeed on a combat
maneuver skill check, or until the end of your turn.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Ruthless Attack
A target who grants you advantage in combat feels the full brunt
of your attack.
Damage Feats (272)
Sneak Attack
When you have the advantage over a foe, you can catch them
off guard with a devastating attack.
Damage Feats (272)
Sneak Shot
With perfect precision, you unleash a devastating shot against
an unsuspecting foe.
Damage Feats (272)
Despicable Finish
Your ruthless precision lets you make your attacks count against
hindered foes.
Prerequisites: Weapon Focus ×7.
Damage Feats (272)
Benefit: When you hit a restrained or stunned creature with a
weapon attack, the attack is an automatic critical hit.
Appendix B/Conditions (A8)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Grievous Critical
You broaden the potency of your most devastating attacks.
Prerequisites: Weapon Focus ×7.
Attack Feats (268)
Benefit: When you score a critical hit, you can forgo all the usual
effects of a critical hit and treat the attack as a grievous hit
instead, maximizing the damage and triggering any effect that
triggers on a grievous hit.
Grievous Hits (294)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Deadly Critical
Your strongest attacks hit with increasingly deadly effect.
Prerequisites: Weapon Specialization (chosen weapon) ×2.
Benefit: When you wield the chosen weapon, its critical range
increases by 1.
Weapons (274)
A warrior who takes Deadly Critical (longsword) ×1
increases that weapon’s critical range to 18–20, from 19–20.
On any roll of 18–20 with the longsword, the warrior scores
a critical hit if the attack hits.
Mastery: You can take a first instance of this feat multiple times.
Each time you do so, you take it for a different chosen weapon.
You can take this feat three times for a single chosen weapon,
increasing the critical range by a maximum of 3.
Feat Slot Cost 1 2 3
Times Taken 1 2 3
Debilitating Strike
You know how to sap a foe’s combat prowess when you hit.
Prerequisites: Weapon Focus ×4.
Benefit: Whenever you score a grievous hit, in addition to the
usual effects of the attack, the target takes a −1 penalty to their
Strength, Dexterity, or Constitution modifier (your choice).
Appendix B/Ability Modifier Penalties (A8)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Disorienting Strike
Your target is left senseless by the strength of your assault.
Prerequisites: Weapon Focus ×4.
Benefit: Whenever you score a grievous hit, in addition to the
usual effects of the attack, the target is disoriented for one
sense of your choice. This effect persists until the creature
regains any hit points or is the subject of a successful DC 15
Healing/physical recovery check.
Appendix B/Disoriented (A9)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Grievous Critical
You broaden the potency of your most devastating attacks.
Critical Hit Feats (293)
Stunning Strike
Your furious attack leaves your foe reeling.
Prerequisites: Weapon Focus ×1.
Benefit: Whenever you score a grievous hit, in addition to the
usual effects of the attack, the target is stunned until the end of
their next turn. The stunned target doesn’t drop held items or
go prone.
Appendix B/Conditions (A8)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Mastery: You can take this feat three times, increasing the
Multiple Attack Feats number of additional attacks or combat maneuvers you can
make per round to a maximum of three (a total of four attacks or
These feats allow your character to overwhelm their foes with
maneuvers per round).
repeated attacks.
Feat Slot Cost 1 2 3
Where a feat appears with only a cross-reference to another
section, that feat is relevant to multiple attacks but has its full Times Taken 1 2 3
write-up in that other section.
Rapid Shot
Brawler’s Flurry With lightning speed, you pepper your foes with thrown
You make unarmed attacks at a speed that catches your weapons or missile attacks.
opponents off guard.
Prerequisites: Dexterity 13+.
Prerequisites: Full-Body Fighter ×1, Rapid Attack ×1.
Benefit: When you make a ranged attack or combat maneuver
Combat Style Feats (303) as a standard action, you can make one extra attack or
maneuver, interchanging attacks and maneuvers as you wish. As
Benefit: Whenever you use a standard action to make multiple
you focus on speed over accuracy, you take a d4 bane on each
attacks and at least one of those attacks is an unarmed strike,
attack roll or combat maneuver skill check you make until the
you can make one extra unarmed strike attack. This extra
end of your turn.
unarmed strike takes the usual bane for your multiple unarmed
strike attacks. If you use this feat with a weapon that uses ammunition, you
must be able to draw ammunition and reload the weapon as a
Unarmed Group (284)
free action, or have sufficient minor actions to reload while you
Mastery: You can take this feat once, at a cost of 1 feat slot. attack. You can’t use rapid shot with any weapon that has the
reload (standard) quality.
Cleave Weapon Qualities (274)
When you drop a foe, your fury lets you carry on to the next
If you use this feat with a thrown weapon, you can attack only
enemy with an unexpected attack.
with weapons you already wield unless you can draw additional
Combat Style Feats (303) weapons as a free action. Making more than two thrown
weapon attacks or maneuvers per round usually requires the
Rapid Attack Quick Draw feat.
Your weapon skill lets you unleash a flurry of attacks. Weapon Feats (287)
Prerequisites: Strength 15+ or Dexterity 15+. You can’t combine this feat with any other feat that lets you
make multiple attacks or combat maneuvers as a standard
Chapter 2/Ability Scores (29)
action. Making multiple attacks or combat maneuvers using this
Benefit: When you make a melee attack or combat maneuver as feat imposes limitations on your movement during the round.
a standard action, you can make one extra attack or maneuver,
Mastery: You can take this feat three times, increasing the
interchanging attacks and maneuvers as you wish. As you focus
number of additional attacks or combat maneuvers you can
on speed over accuracy, you take a bane on each attack roll or
make per round to a maximum of three (a total of four attacks or
combat maneuver skill check you make until the end of your
maneuvers per round).
turn.
Feat Slot Cost 1 2 3
Combat maneuvers have a d4 bane. The bane for weapon
attack rolls depends on what type of weapon you use for each Times Taken 1 2 3
attack.
Weapon Bane Tactical Acumen
Light d4 With perfect timing, you lend your quickness in combat to an
One-handed or double d6 ally.
Two-handed d8
Prerequisites: Skill Focus ×4 or Weapon Focus ×4.
While wielding a single weapon, you make all your attacks with Attack Feats (268)
that weapon. While wielding multiple weapons, you can make Chapter 6/Skill Feats (148)
attacks with any of those weapons as you determine. If you have
the Two-Weapon Attack feat, you can decrease the bane to Benefit: Whenever you make two or more attacks or combat
attack rolls when making multiple attacks with different maneuvers as a standard action, you can instead help an ally
weapons. strike. In place of you making one attack or maneuver, you allow
an ally within 30 feet of you who is aware of you to use a
Two-Weapon Attack reaction to make a weapon attack or a combat maneuver.
You can’t combine this feat with any other feat that lets you Chapter 7/Observation and Awareness (174)
make multiple attacks or combat maneuvers as a standard
action. Making multiple attacks or combat maneuvers using this Mastery: You can take this feat once, at a cost of 1 feat slot.
feat imposes limitations on your movement during the round.
Multiple Attacks and Movement (296)
Two-Weapon Defense
Your prowess with two-weapon combat lets you fend off an
enemy’s attacks.
Defense Feats (238)
Volley Attack
When your foes cluster together, you unleash a flurry of ranged
attacks against them.
Prerequisites: Rapid Shot ×3.
Benefit: As a standard action, you make a ranged attack against
up to eight creatures you can observe within 10 feet of a point
within your weapon’s close range. As you focus on speed over
accuracy, you take a d4 bane on each attack roll you make until
the end of your turn.
Close and Long Range sidebar (274)
You can’t combine this feat with any other feat that lets you
make multiple attacks as a standard action. Making multiple
attacks using this feat imposes limitations on your movement
during the round.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Whirlwind Attack
When foes press you en masse, you respond with a devastating
flurry of strikes.
Prerequisites: Rapid Attack ×3.
Benefit: As a standard action, you make a melee attack against
up to eight creatures you can observe within your weapon’s
reach. As you focus on speed over accuracy, you take a bane on
each attack roll you make until the end of your turn, with the
bane depending on what type of weapon you use for each
attack.
Devious Strike
You strike while an enemy is still reeling from another assault.
Prerequisites: Weapon Focus ×4.
Benefit: When a creature takes critical point damage from any
attack or effect, you can use a reaction to make an opportunity
attack against that creature.
You can’t use this feat in response to another attack you make
against the same creature.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Divert Missile
With a fluid motion, you safely divert a ranged attack set to
strike you.
Prerequisites: Dexterity 13+, Weapon Focus ×1.
Benefit: Whenever you are targeted by a ranged weapon or a
thrown weapon, you can use a reaction to give yourself
advantage on your defense roll. If the attack misses, you grab or
deflect the ammunition or thrown weapon (your choice), which
ends up held by you or in a random location within 30 feet of
you determined by the GM.
You must be aware of an attack to divert it, so you can’t use this
feat if you are surprised, attacked by an invisible or hidden
creature, and so forth. You can divert only ammunition and
thrown weapons sized for creatures of your size or smaller.
Chapter 7/Observation and Awareness (174)
This feat has no effect on ranged attacks generated by spells
and other magic, even if those magical attacks take the form of
missiles or thrown weapons.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Prerequisites: Dexterity 13+, Skill Focus (Acrobatics ×1). Prerequisites: Dexterity 15+, Point Blank Shot ×1, Weapon
Focus (group with a ranged weapon) ×4.
Chapter 6/Skill Feats (148)
Attack Feats (268)
Benefit: When you take damage from a melee attack, you can
use your reaction to tumble directly away from the attacker, Benefit: You can use a ranged weapon to make opportunity
moving up to half your speed in a straight line through open attacks within 5 feet of you. To be used for an opportunity
spaces, then standing up. attack, a ranged weapon must be wielded and ready to use. If it
doesn’t have ammunition already loaded, you must be able to
Mastery: You can take this feat once, at a cost of 1 feat slot. load it as a free action. You can’t use this feat with a spell, even
if the spell produces an effect in the form of a weapon.
Parting Strike Like all reactions, the ranged opportunity attack you make with
Creatures attempting to escape your wrath find themselves this feat doesn’t trigger other opportunity attacks.
unable to avoid your punishment.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Prerequisites: Weapon Focus ×1, Skill Focus (Perception) ×4.
Chapter 6/Perception (134) Reflexive Defense
Benefit: When a creature within 5 feet of you shifts more than 5 You can roll with a potentially lethal blow.
feet past or away from you, you can use a reaction to make an Hit Point Feats (255)
opportunity attack against them.
Mastery: You can take this feat once, at a cost of 1 feat slot. Relentless Pursuit
Your focus in battle keeps your chosen foe close at hand.
Quick Reaction Prerequisites: Constitution 13+.
Your swiftness in combat lets you punish multiple foes whose
attention wavers. Benefit: When an enemy within 5 feet of you shifts, you can use
a reaction to follow that enemy at half your speed, moving into
Prerequisites: Wisdom 13+ or Dexterity 13+. spaces they vacate. If you are prevented from doing so or if the
Benefit: You can take one additional reaction per round. You enemy has more movement than you, you remain in the last
can use a reaction against a specific foe only once per round, space from which you could follow.
regardless of how many reactions they trigger from you and how If you have more than one reaction, you can use this feat
many reactions you have. multiple times to pursue a creature who shifts away from you
A warrior-arcanist has Quick Reaction ×1, giving them two multiple times. However, you can’t use it twice to pursue an
reactions each round. If one enemy cultist tries to move enemy who shifts once at higher speed.
away from the character and another makes a full move to Mastery: You can take this feat once, at a cost of 1 feat slot.
stand up from prone next to them, the character can use
their two reactions to make an opportunity attack against
each cultist. But when the prone cultist first stands, then Shield Protector
tries to run away, the character can make only one Your skill with a shield protects your allies as well as you.
opportunity attack against them even though the enemy’s Prerequisites: Armor Training (shield group) ×1.
actions trigger opportunity attacks twice.
Benefit: While you are wielding a shield, when a creature you
Appendix B/Prone (A10) can observe attacks a target other than you who is within 5 feet
The warrior-arcanist also has the Reactive Counterspell feat, of you, you can use a reaction to impose disadvantage on the
and can later attempt to use a counterspell against two attack roll.
different cultists in the same round. But if they make an Mastery: You can take this feat once, at a cost of 1 feat slot.
opportunity attack against a cultist who moves away from
Sidestep
Your quick movement lets your enemy’s attack pass by you to
strike another.
Prerequisites: Dodge ×1.
Defense Feats (238)
Benefit: When a creature you can observe misses you with a
melee attack, you can use a reaction to redirect the attack
toward another creature of your choice within the attack’s reach.
The new target makes their defense roll against the same attack
roll that missed you. You can’t redirect the attack toward the
attacker.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Slowing Strike
Creatures charging past you find their movement hindered by
your precise strike.
Prerequisites: Weapon Focus ×1.
Benefit: Whenever you make an opportunity attack triggered by
movement, if your attack hits, the target is slowed until the end
of their turn.
Appendix B/Slowed (A11)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Smaller Target
By carefully gauging the movements of a larger foe, you can
make a fast counterstrike.
Prerequisites: Intelligence 13+, Weapon Focus (any group) ×4.
Benefit: When a creature larger than you who you can observe
makes a melee attack against you, you can use a reaction to
make an opportunity attack against that creature after the initial
attack is resolved.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Spell Slayer
Your focused enmity rattles any spellcaster within reach of your
attack.
Prerequisites: Weapon Focus ×4.
Benefit: Whenever a creature within your melee reach makes a
Magic check to cast a spell defensively, that creature has
disadvantage on the check. If the check fails, you can use a
reaction to make an opportunity attack against the creature.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Defiant Combatant
Your focus in combat pushes your body past its breaking point.
Hit Point Feats (255)
Full-Body Fighter
Your unarmed attacks are formidable, even when your
movement is restricted.
Prerequisites: Weapon Focus (unarmed group) ×1.
Benefit: Backed by the power of your entire body, your
unarmed strike attacks deal 1d6 damage instead of 1d4.
Additionally, you can make unarmed strike attacks or grapple
combat maneuvers with any part of your body, including if both
your hands are occupied or if your arms and legs are bound. If
your entire body is bound to a fixed object (for example, if you
are tied to a chair), your ability to use an unarmed strike or to
grapple is left to the GM’s discretion.
Grapple (260); Two-Handed (275); Unarmed Group (284)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Spell Slayer
Your focused enmity rattles any spellcaster within reach of your
attack.
Combat Reaction Feats (300)
Sweeping Attack
The force of your attack carries through to more than one
enemy.
Prerequisites: Weapon Focus (group with a melee weapon) ×1.
Benefit: When you hit a creature with a melee attack, you can
repeat the attack against another creature within 5 feet of the
first creature who is also within your reach. That second creature
makes a defense roll against your original attack roll, taking
damage equal to the ability modifier you use for your attack on
a hit. A hit with this second attack doesn’t trigger its own repeat
attack with this feat.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Concealment
A creature has concealment if sighted creatures can’t see them
clearly, whether they are obscured by shadow or dim light,
Precise Shot
Cover, Concealment, and Hide Checks Even around and through obstacles, your ranged attacks strike
If you have cover or concealment, you can make a Stealth check with deadly accuracy.
to hide. If you have total cover or total concealment, you Prerequisites: Skill Focus (Perception) ×1, Weapon Focus
automatically can’t be seen, but you might need to make Stealth (group with a ranged or thrown weapon) ×1.
checks to avoid being heard, or to hide from creatures with
clearsense, tremorsense, or truesense. Benefit: When you make a ranged attack against a target who
has cover from being in melee with other creatures, that target
Chapter 6/Stealth (140) does not gain advantage on their defense roll from that cover.
Appendix A/Special Features (A1)
Cover and Concealment (306)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Stealth Shot
You keep an especially low profile while attacking at range.
Prerequisites: Skill Focus (Stealth) ×1, Weapon Focus ×1.
Benefit: When you make a ranged attack while hidden and you
miss, you can immediately make a DC 15 Stealth check as a free
action to remain hidden. If you are being directly observed, you
can’t make this check to hide without additional distraction
(including your target being attacked by other creatures) or a
change in the circumstances granting you concealment or cover,
as usual.
Chapter 6/Stealth (140)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Mounted Combat your knees, which raises the DC of the check to control the
mount by +5.
Not all combat in an adventure takes place face to face between
enemies on foot. When you ride into combat on a trusty mount,
you lend strength to your attacks and can gain powerful benefits
against foes on the ground.
A trained mount not under your control won’t typically flee • You fail a check to hang onto a leaping mount or to take
combat, but they avoid danger if they can (including not mounted cover.
attacking unless they are under imminent threat). An untrained
On a failed save, you fall from your mount and go prone, and
mount not under your control flees combat as fast as they can,
take 1d6 bludgeoning damage if your mount is on the ground. If
using two move actions per turn and making an Endurance
your mount is flying, you take damage from falling as usual.
check to run if possible.
Chapter 7/Falling (177)
Chapter 6/Endurance (118)
Appendix B/Prone (A10)
Riding Actions If you fall off a conscious mount, the mount continues to move if
they were doing so on your previous turn, and avoids combat
While you ride a mount, you can use a number of special until you or another creature establishes control over them.
actions. With the exception of making a fast mount or dismount,
you can’t use any riding actions if you haven’t first succeeded on
your check to control your mount.
Fighting While Mounted
As long as your mount is under your control, you can make
Leap Your Mount attacks while you ride. You can make an attack from the back of
a mount against any creature you could attack from the same
As a minor action, you can make your mount leap obstacles as
space, except as determined by the GM. For example, a Small
part of their movement. The mount makes their Athletics check
foe might stay low and close to your mount to keep out of the
to jump, then you make a DC 10 Acrobatics or Athletics check to
reach of your melee weapons.
hang on. If you fail your check, you must attempt to stay on your
mount. A mount under your control can make attacks of their own as a
standard action, independent of your own attacks. They can
Chapter 6/Acrobatics (110); Athletics (112) attack targets you designate or choose those targets themself,
Staying on Your Mount as you determine.
Spur Your Mount to a Run On any round in which you or your mount make multiple attacks,
your mount’s movement is limited to a shift.
As a minor action, you can spur your mount to increase their
speed to a run. The mount uses their minor action to make an Multiple Attacks and Movement (296)
Endurance check to run, as usual. At the GM’s determination, the position and movement of other
creatures on the battlefield might limit the number of attacks
Take Mounted Cover you can make while you are mounted. For example, if your
As a minor action, you can make a DC 15 Nature/animal mount moves twice while shifting past a line of foes, you would
handling check to drop down and hang alongside your mount. have no difficulty targeting two or more foes with individual
On a successful check, you gain cover against enemies on the attacks. You would have more trouble targeting multiple attacks
opposite side of your mount until the start of your next turn, against the same foe, since you will have moved past the foe as
though your mount remains open to attack. On a failed check, your first attack finishes.
you must attempt to stay on your mount.
While using your mount as cover, you can’t attack, cast spells, or Mounted Opportunity Attacks
take other actions deemed to be too complicated by the GM. If you successfully control your mount at the start of your turn,
you can direct their reactions until the start of your next turn.
Saddle Vault This means that your mount can make opportunity attacks under
your direction, even as you make opportunity attacks of your
Clambering onto a mount or swinging down off them is a move
own.
action. As a minor action, you can attempt to vault onto or off of
your mount with a successful DC 15 Acrobatics/agility check. On Opportunity Attacks (299)
a failed check, you can mount or dismount as a move action as When your mount moves while you ride them, both of you
usual, or can try to vault on or off again if you have sufficient trigger opportunity attacks for that movement, and you can
minor actions. both be targeted by creatures who can reach you. Other
You must attempt a saddle vault to get onto or off of your opportunity attacks triggered by you or your mount can be
mount if the mount is moving. If your mount has no saddle, your targeted only at whichever of you triggered the opportunity
Acrobatics check is made with disadvantage. You can’t make a attack.
saddle vault if your mount is more than one size category larger
than you. Mounted Charge
If you successfully control your mount using your move action,
Staying on Your Mount you can use your minor action to direct them to charge. Your
In response to any event that makes it difficult to stay on your mount uses their own minor action to make an Endurance check
mount, you must succeed on a DC 15 Reflex saving throw to do to run for the charge, while your minor action lets you use the
so. This includes any of the following scenarios: mount’s momentum to gain the benefit of the charge on your
own melee attack. With a successful charge, both you and your
• Your mount fails a check made to jump.
mount have advantage on a melee attack or combat maneuver
• Your mount is tripped, immobilized, stunned, or becomes
skill check you make at the end of your move.
unconscious
Appendix B/Conditions (A8) Charge (289)
Mounted Casting
Your experience in the saddle means your magic isn’t hindered
while riding.
Prerequisites: Skill Focus (Nature) ×1; one of Spellcaster ×1,
Spelltouched Caster ×1, or Primordial Caster ×1.
Chapter 10/Primordial Magic Feats (383); Spellcasting Feats (322);
Spelltouched Magic Feats (381)
Benefit: While riding a mount, you can cast spells (including
spelltouched manifestations and primordial invocations) without
being distracted. You can be still be distracted by other factors
while riding.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Mounted Defense
Your riding skill lets you pull your mount away from an attack in
the nick of time.
Prerequisites: Skill Focus (Nature) ×4.
Mounted Shot
Even in motion and in the thick of combat, your arrows find their
mark.
Prerequisites: Mounted Defense ×1, Weapon Focus (group
with a ranged weapon) ×4.
Attack Feats (268)
Benefit: You negate the disadvantage on attack rolls with
ranged weapons when your mount moves twice in one turn or
runs.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Ride-By Attack
Your spur your mount on with a burst of extra speed after a
charge.
Prerequisites: Mounted Defense ×1.
Benefit: When you are mounted and make a charge attack, your
mount can continue moving after you attack if they have
movement remaining. You and your mount don’t trigger
opportunity attacks from the target of the attack for this
additional movement, though the movement triggers
opportunity attacks from other creatures. If your mount didn’t
attack the target with you, they can make their own attack at the
end of the charge.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Thundering Charge
You use the momentum of your mounted charge to deal
devastating damage.
Prerequisites: Ride-By Attack ×1, Weapon Focus ×4.
Benefit: When you hit with a charge attack while mounted, you
roll an extra weapon damage die. If your attack uses a charge
weapon, you roll its extra damage die as well.
A knight with this feat who uses a lance in a successful
mounted charge attack deals 1d8 piercing damage plus
modifiers, plus an extra 1d8 damage for making a charge
attack with the lance, plus an extra 1d8 damage for the
mounted charge — a total of 3d8 piercing damage plus
modifiers.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Feat Index
In this index, a gray background indicates a feat that has a secondary appearance under a particular category, but whose main write-
up is in another category.
Defense Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Accustomed Defense Dodge ×1, Skill Focus (Investigation) ×1 When a creature hits you, gain a d8 to 1 — — — — —
defense rolls against that creature. 1 — — — — —
Defensive Mastery Intelligence 13+, Weapon Focus ×1 Gain a boon on defense rolls and take a 1 — — — — —
bane on attack rolls. 1 — — — — —
Defensive Surge Dodge ×1 Advantage on defense rolls against 1 — — — — —
opportunity attacks triggered by 1 — — — — —
movement.
Divert Missile Dexterity 13+, Weapon Focus ×1 Gain advantage on defense roll and divert 1 — — — — —
ranged or thrown attack. 1 — — — — —
Dodge Dexterity 13+, Skill Focus (Acrobatics) ×1 Gain a +1 bonus to defense modifier. 1 2 3 — — —
1 2 3 — — —
Evasive Shot Dexterity 13+, Point Blank Shot ×1, Do not trigger opportunity attacks for 1 — — — — —
Weapon Focus (group with ranged or making a ranged attack. 1 — — — — —
thrown weapon) ×4
Focused Defense Dodge ×2, Mobile Defense ×1 As a reaction, negate a foe’s advantage 1 — — — — —
from feinting or flanking you. 1 — — — — —
Focused Parry Weapon Focus (group with melee With wielding a melee weapon, use a 1 — — — — —
weapon) ×1 reaction to gain advantage on a defense 1 — — — — —
roll.
Hardened Defense Strength 15+, Skill Focus (Athletics) ×4, Add Strength modifier instead of Dexterity 1 — — — — —
Toughness ×1 to defense modifier. 1 — — — — —
Instinctive Defense Wisdom 15+, Skill Focus (Perception) ×1 Add Wisdom modifier instead of Dexterity 1 — — — — —
to defense modifier. 1 — — — — —
Mobile Defense Dodge ×1 While your speed isn’t 0, you never have 1 — — — — —
disadvantage on defense rolls. 1 — — — — —
Spell Shield One of Great Fortitude ×4, Iron Will ×4, Gain +2 on saves against spells. 1 2 3 — — —
or Lightning Reflexes ×4 1 2 3 — — —
Two-Weapon Defense Dodge ×1, Two-Weapon Attack ×1 Gain a boon on defense roll when wielding 1 — — — — —
two weapons. 1 — — — — —
Unarmored Defense — Gain +2 to defense rolls while using no 1 2 3 — — —
armor or shield. 1 2 3 — — —
Armor Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Armor Optimization Armor Training ×1 No disadvantage on Acrobatics and 1 — — — — —
Stealth checks with armor or shield. 1 — — — — —
Armor Training — Use armor with a minimal check penalty. 1 — — — — —
1 — — — — —
Armored Arcane Casting Spellcaster (arcane) ×1, Armor Training Reduce your arcane casting check while 1 — — — — —
×1 you wear armor. 1 — — — — —
Buckler Fighter Armor Training (shield group) ×1 Negate disadvantage when wearing a 1 — — — — —
buckler and using a weapon with your 1 — — — — —
shield arm.
Shield Cover Armor Training (shield group) ×1 Add your shield’s defense bonus to Reflex 1 — — — — —
saves. 1 — — — — —
Shield Protector Armor Training (shield group) ×1 Use a reaction to impose disadvantage on 1 — — — — —
an attack against a nearby creature. 1 — — — — —
Shield Striker Armor Training (chosen shield group) ×1; Ignore bane to defense rolls when you 1 — — — — —
Weapon Focus (unarmed group) ×1 make a melee attack with your shield. 1 — — — — —
Healing Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Natural Healer Great Fortitude ×4 Restore double the number of defense 1 — — — — —
points or critical points after a rest. 1 — — — — —
Second Wind Combat Savvy ×1 As a minor action, regain defense points 1 — — — — —
equal to your Constitution modifier. 1 — — — — —
Attack Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Brawler’s Flurry Full-Body Fighter ×1, Rapid Attack ×1 Make an extra unarmed strike as part of a 1 — — — — —
multiple attack. 1 — — — — —
Cleave Strength 13+, Weapon Focus ×1 When you drop one foe, make an extra 1 — — — — —
attack against another foe within reach. 1 — — — — —
Finesse Attack Dexterity 15+, Weapon Focus (group with Use Dexterity instead of Strength for 1 — — — — —
finesse weapon) ×1 melee attack and damage rolls. 1 — — — — —
Deadly Critical Weapon Specialization (chosen weapon) Weapon’s critical range increases by 1. 1 2 3 — — —
×2 1 2 3 — — —
Insightful Attack Intelligence 13+, Weapon Focus (group Use Intelligence instead of Strength for 1 — — — — —
with light weapon) ×1 melee attack rolls. 1 — — — — —
Lethal Shot Point Blank Shot ×1, Sneak Shot ×1 Use a minor action to gain advantage on 1 — — — — —
ranged attacks within 30 feet. 1 — — — — —
Point Blank Shot Weapon Focus (group with ranged or Ranged and thrown weapon attacks have 1 — — — — —
thrown weapon) ×1 favored damage within 30 feet. 1 — — — — —
Rapid Attack Strength 15+ or Dexterity 15+ Make extra attacks with a melee weapon. 1 2 3 — — —
1 2 3 — — —
Rapid Shot Dexterity 13+ Make extra attacks with a ranged weapon. 1 2 3 — — —
1 2 3 — — —
Shield Striker Armor Training (chosen shield group) ×1, When you make a melee attack with your 1 — — — — —
Weapon Focus (unarmed group) ×1 shield, ignore bane to defense rolls. 1 — — — — —
Stunning Strike Weapon Focus ×1 Target is stunned on a grievous hit. 1 — — — — —
1 — — — — —
Two-Weapon Attack Dexterity 15+, Rapid Attack ×1 Reduce banes when making multiple 1 — — — — —
attacks with two weapons. 1 — — — — —
Weapon Focus — Gain a +1 to attack rolls with weapons from 1 2 3 — — —
a specific weapon group. 1–3 4–6 7–9 — — —
Weapon Mastery Weapon Focus ×1 (three different Gain a bonus to attacks with all weapons. 1 2 3 — — —
groups) 1 2 3 — — —
Weapon Specialization Weapon Focus (chosen group) ×4 Gain a +2 to attack rolls with one specific 1 2 3 — — —
weapon. 1 2 3 — — —
Damage Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Bleeding Strike Weapon Focus ×7 On a grievous hit, a target takes necrotic 1 — — — — —
damage at the end of each turn. 1 — — — — —
Endgame Attack Skill Focus (Healing) ×1, Weapon Focus Weapon attacks against bloodied 1 — — — — —
(any group) ×4 creatures deal +1d6 damage. 1 — — — — —
Favored Adversary Weapon Focus ×1 Against specific enemies, have advantage 1 — — — — —
on skills, attacks have favored damage. 1 — — — — —
Finesse Attack Dexterity 15+, Weapon Focus (group Use Dexterity instead of Strength for 1 — — — — —
with finesse weapon) ×1 melee attack and damage rolls. 1 — — — — —
Full-Body Fighter Weapon Focus (unarmed group) ×1 Increase unarmed strike damage and 1 — — — — —
make attacks even when your arms are 1 — — — — —
bound.
Ruthless Attack Strength 15+, Skill Focus (Athletics) ×1, Melee attack against target who grants 1 2 3 — — —
Weapon Focus (chosen melee weapon you advantage deals +1d8 damage. 1 2 3 — — —
group) ×4
Sneak Attack Dexterity 15+, Skill Focus (Stealth) ×1, Melee attack against target who grants 1 2 3 — — —
Weapon Focus (melee) ×1 you advantage deals +1d6 damage. 1–2 3–4 5–6 — — —
Sneak Shot Dexterity 15+, Skill Focus (Perception) Ranged attack against target who grants 1 2 3 — — —
×1, Weapon Focus (ranged or thrown) you advantage deals +1d6 damage. 1–2 3–4 5–6 — — —
×1
Weapon Prowess Weapon Focus (chosen group) ×4 Gain a +2 to damage rolls with weapons 1 2 3 — — —
from a specific weapon group. 1 2 3 — — —
Weapon Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Far Shot Dexterity 15+, Weapon Focus (group with Negate disadvantage for attacks at long 1 — — — — —
ranged or thrown weapon) ×1 range. 1 — — — — —
Fast Reload Weapon Focus (group with ranged Draw and load ammunition as a minor 1 — — — — —
weapon) ×1 action or a free action. 1 — — — — —
Incomparable Throw Dexterity 13+, Weapon Focus (group with Treat melee weapons as thrown weapons. 1 — — — — —
thrown weapon) ×4 1 — — — — —
Lethal Shot Point Blank Shot ×1, Sneak Shot ×1 Use a minor action to gain advantage on 1 — — — — —
ranged attacks within 30 feet. 1 — — — — —
Lunging Strike Weapon Focus ×1, Dexterity 13+ As a minor action, increase the reach of 1 — — — — —
your melee weapons. 1 — — — — —
Quick Draw Weapon Focus ×1 Draw a weapon as a free action, or as a 1 — — — — —
minor action if it is hidden. 1 — — — — —
Ruthless Attack Strength 15+, Skill Focus (Athletics) ×1, Melee attack against target who grants you 1 2 3 — — —
Weapon Focus (chosen melee group) ×4 advantage deals +1d8 damage. 1 2 3 — — —
Sneak Attack Dexterity 15+, Skill Focus (Stealth) ×1, Melee attack against a target who grants 1 2 3 — — —
Weapon Focus (melee) ×1 you advantage deals +1d6 damage. 1–2 3–4 5–6 — — —
Sneak Shot Dexterity 15+, Skill Focus (Perception) ×1, Ranged attack against target who grants 1 2 3 — — —
Weapon Focus (ranged or thrown) ×1 you advantage deals +1d6 damage. 1–2 3–4 5–6 — — —
Advantage Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Battle Command Charisma 15+, Skill Focus (Persuasion) Grant combat assistance to multiple 1 — — — — —
×1, Weapon Focus ×4 allies. 1 — — — — —
Defensive Surge Dodge ×1 Advantage on defense rolls against 1 — — — — —
opportunity attacks triggered by 1 — — — — —
movement.
Demoralizing Charge Skill Focus (Persuasion) ×4 Make demoralize combat maneuver 1 — — — — —
against creatures you charge past, and 1 — — — — —
creature you hit with your charge attack is
frightened.
Expedient Ally Intelligence 13+, Weapon Focus ×1 Lend combat assistance as a minor action. 1 — — — — —
1 — — — — —
First Blood First Strike ×1, Weapon Focus ×4 In round 1, gain advantage on attack rolls 1 — — — — —
against creatures with lower initiative. 1 — — — — —
Focused Defense Dodge ×2, Mobile Defense ×1 As a reaction, negate a foe’s advantage 1 — — — — —
from feinting or flanking you. 1 — — — — —
Focused Parry Weapon Focus (group with melee While wielding a melee weapon, use a 1 — — — — —
weapon) ×1 reaction to gain advantage on a defense 1 — — — — —
roll.
Lethal Shot Point Blank Shot ×1, Sneak Shot ×1 Use a minor action to gain advantage on 1 — — — — —
ranged attacks within 30 feet. 1 — — — — —
Ruthless Attack Strength 15+, Skill Focus (Athletics) ×1, Melee attack against target who grants 1 2 3 — — —
Weapon Focus (chosen melee weapon you advantage deals +1d8 damage. 1 2 3 — — —
group) ×4
Sneak Attack Dexterity 15+, Skill Focus (Stealth) ×1, Melee attack against target who grants 1 2 3 — — —
Weapon Focus ×1 you advantage deals +1d6 damage. 1–2 3–4 5–6 — — —
Sneak Shot Dexterity 15+, Skill Focus (Perception) Ranged attack against target who grants 1 2 3 — — —
×1, Weapon Focus ×1 you advantage deals +1d6 damage. 1–2 3–4 5–6 — — —
Headlong Defense Dexterity 13+, Skill Focus (Acrobatics ×1) Take damage from a melee attack, use a 1 — — — — —
reaction to tumble away up to half your 1 — — — — —
speed.
Parting Strike Weapon Focus ×1, Skill Focus Make an opportunity attack against a foe 1 — — — — —
(Perception) ×4 who shifts. 1 — — — — —
Quick Reaction Dexterity 13+, Weapon Focus ×4 Take one additional reaction per round. 1 2 3 — — —
1 2 3 — — —
Ranged Opportunist Dexterity 15+, Point Blank Shot ×1, Make opportunity attacks with a ranged 1 — — — — —
Weapon Focus (group with ranged weapon. 1 — — — — —
weapon) ×4
Reflexive Defense Dexterity 15+, Lightning Reflexes ×4 As a reaction, reduce the effect of a 1 — — — — —
potentially lethal blow. 1 — — — — —
Relentless Pursuit Dexterity 13+ When an enemy shifts, use a reaction to 1 — — — — —
pursue. 1 — — — — —
Shield Protector Armor Training (shield group) ×1 Use a reaction to impose disadvantage on 1 — — — — —
an attack against a nearby creature. 1 — — — — —
Sidestep Dodge ×1 Missed by a melee attack, redirect the 1 — — — — —
attack toward another creature. 1 — — — — —
Slowing Strike Weapon Focus ×1 Hit with an opportunity attack provoked by 1 — — — — —
movement, target is slowed. 1 — — — — —
Smaller Target Intelligence 13+, Weapon Focus (any Attacked by a larger creature, make an 1 — — — — —
group) ×4 opportunity attack against them. 1 — — — — —
Spell Slayer Weapon Focus ×4 Creatures within your melee reach have 1 — — — — —
disadvantage on Magic checks to cast 1 — — — — —
spells defensively.
Sneak Shot Dexterity 15+, Skill Focus (Perception) ×1, Ranged attack against target who grants 1 2 3 — — —
Weapon Focus (ranged or thrown) ×1 you advantage deals +1d6 damage. 1–2 3–4 5–6 — — —
Spell Slayer Weapon Focus ×4 Creatures within your melee reach have 1 — — — — —
disadvantage on Magic checks to cast 1 — — — — —
spells defensively.
Sweeping Attack Weapon Focus (group with melee When you hit with a melee attack, attack 1 — — — — —
weapon) ×1 another creature within 5 feet for damage 1 — — — — —
equal to your attack ability modifier.
With separate access to higher-level spells and to the spell points Mastery: You can take this feat multiple times at a cost of 1 feat
that fuel those spells, all spellcasters can choose how to balance slot. Each time you do so, it applies to a different sphere of
both sides of their spellcasting prowess. An academic caster or magic.
magical researcher might focus on attaining as high a caster level as
possible, wanting access to powerful spells, but knowing that they
never need to cast more than one spell per day. A dedicated caster-
Spellcaster
You have trained to the arts of spellcraft, mastering the
for-hire might focus on creating as large a spell point pool as
possible, specializing in relatively low-level spells but able to cast
mysteries of ancient and powerful magic.
those spells dozens of times per day. Most adventuring casters like Prerequisites: Eldritch Spirit (chosen sphere of magic) ×1.
to see their caster level and their spell point pool grow at about the
Benefit: This feat allows you to study spellcraft and gives you a
same rate, maximizing the flexibility of their magic.
caster level of 0, granting you the ability to learn 0-level spells
from the chosen sphere of magic.
Spell Point Cost Magic Grimoire/Spell Lists (ch. 1)
Each spell has a spell level that describes how generally
powerful it is, as well as how difficult it is to learn and how much The Spellcaster feat represents only your initial study of
spellcasting. You must also take the Spell Power feat and learn
magical power it takes to cast. A spell’s base cost in spell points
depends on its level. The most easily cast 1st-level spells have a your first spells from the chosen sphere in order to cast those
spells. All the spells you know must be sought out and learned
base cost of 1 spell point, and are commonly known to almost
all spellcasters. The most powerful 18th-level spells, with a base by you, or purchased as part of your starting equipment at
cost of 18 spell points, might be known only to a handful of character creation.
spellcasters throughout the world. Learning New Spells (324); Starting Spells (324)
0-level spells — cantrips for arcane casters, orisons for animyst Mastery: You can take this feat multiple times at a cost of 1 feat
casters, and incantations for druidas casters — are the most slot. Each time you do so, it applies to a different sphere of
basic spells that every spellcaster can first learn. 0-level magic.
spells have no spell point cost, but you must have at least 1 spell
point remaining for the appropriate sphere of magic to cast
them. A character with the natural magic lineage trait can cast 0-
Minimal Spellcasting
It’s possible to gain a minimal level of spellcasting power by taking
level spells even with no spell points.
only the Eldritch Spirit, Spellcaster, and Spell Power feats (and you
Chapter 3/Lineages (34) can get away with not taking Spell Power if you have the natural
magic trait). Doing so lets you learn and cast 0-level spells, all of
Regaining Spell Points which have fixed durations and effects that don’t depend on caster
level.
Regaining spell points requires an extended period of physical
Chapter 3/Lineages (34)
rest and mental focus. When you finish a long rest, you regain all
Magic Grimoire/Spell Lists (ch. 1)
expended spell points.
Chapter 7/Long Rest (193)
Any spell points you expend during your long rest or during an
interruption to your long rest are not regained at the end of the The Druidic Language
long rest. This includes such scenarios as needing to use spells Druidas spellcasters can learn a secret language known only to
to drive off creatures who attack and interrupt your long rest, or those who channel the magic of nature. A character who takes
using spells to assist in research while you rest. Eldritch Spirit (druidas) can subsequently take the Learn Language
feat for Druidic. Druidic is a magical language that can’t be learned
by any character who has not taken Eldritch Spirit (druidas).
Chapter 7/Learn Language (165)
Benefit: You increase your caster level by 1 in the chosen Prerequisites: Spellcaster (two or more spheres of magic) ×1.
sphere of magic. This increases many of the variable effects of Benefit: Your caster level increases by 1 for each sphere of
your spells that depend on caster level, and grants you the magic for which you have taken the Spellcaster feat. If you take
potential to learn spells of that level from the chosen sphere. Spellcaster for a new sphere of magic after taking this feat, your
Gaining access to a new level of spells doesn’t automatically caster level in that sphere increases automatically.
grant you new spells of that level. As you learn spells of higher Mastery: You can take this feat three times, increasing your
level, you must have sufficient spell points to cast those spells. caster level by a maximum of 3.
Learning New Spells (324); Spell Points (322) Feat Slot Cost 1 2 3
Mastery: You can take this feat eighteen times, increasing your Times Taken 1 2 3
caster level in the chosen sphere of magic to a maximum of
18th. Spell Recovery
Feat Slot Cost 1 2 3 4 5 6 The strength of your connection to magic allows you to shore up
Times Taken 1–3 4–6 7–9 10–12 13–15 16–18 your reserves of spell power.
Prerequisites: Spell Power (any sphere of magic) ×4.
Spell Power Benefit: At the end of a short rest, you can recover 1 expended
You draw magical power from the world around you, fueling spell point from a sphere of magic for which you have taken
your mastery of the spellcasting arts. Eldritch Spirit. You can use this feat a number of times per day
equal to your spellcasting ability modifier (minimum three
Prerequisites: Spellcaster (chosen sphere of magic) ×1.
times). You regain all expended uses when you finish a long rest.
Benefit: You gain additional spell points with which to cast the
Mastery: You can take this feat once, at a cost of 1 feat slot.
spells you know. Each time you take this feat, you gain a number
of spell points for the chosen sphere of magic equal to your
caster level or your spellcasting ability modifier (Intelligence for
arcane casters or Wisdom for animyst and druidas casters),
whichever is higher.
If you have taken the Spellcaster feat for different spheres of
magic, you track spell points for each of those spheres
separately. Spell points gained with this feat for the chosen
sphere of magic can’t be used to cast spells of any other sphere.
Critical Points: Arcane magic is antithetical to life, and takes a
toll on those who learn to channel it. Each time you take Spell
Power (arcane), you lose 1 critical point. This critical point loss is
permanent, but can be compensated for by taking the Arcane
Blood feat or the Toughness feat. You don’t lose critical points
when taking the Spell Power feat for animys or druidas magic.
Arcane Magic Feats (355)
Chapter 9/Hit Point Feats (255)
[CORE20 takes an approach to magic more consistent with
older editions, in which arcane spells are more numerous than
animys and druidas spells, and have a slight edge in power.
Animys and druidas casters have lots of cool tricks of their own,
but in terms of comparing spellcasting between the three
spheres of magic, each new level of arcane spells a character
gains is objectively worth more than gaining access to new
levels of animys and druidas spells. As such, having arcane
casters take a critical point penalty (a nod to the many works of
fiction in which arcane power physically weakens those who
channel it) sees most such characters take the Arcane Blood
feat. This balances out the extra power of their spells with the
need to take an extra feat every three spell levels or so to use
that spell power without penalty.]
Mastery: You can take this feat eighteen times.
Feat Slot Cost 1 2 3 4 5 6
Times Taken 1–3 4–6 7–9 10–12 13–15 16–18
Animysts and druidan don’t keep spellbooks, but they can use
Payment for Services Rendered written or witness sources that describe the methodology of
Player character spellcasters are free to exchange spell knowledge casting specific spells, including scholarly texts, prayer books or
by instructing each other in order to learn new spells. Whether any chants maintained by orders of faith, and the records of druidas
payment or favor is required for such knowledge (over and above circles. Animysts can also attempt to learn spells recorded as
the trading of spells learned) is left to the players’ discretion. schemas, just as druidan can with talismans, by carefully
Most NPC spellcasters share their spell knowledge with a player breaking down the magical processes that allowed the spell to
character only as payment for services performed by the player be recorded.
character, as part of an exchange for favors, or for money. The final
Magic Grimoire/Schemas, Scrolls, and Talismans (ch. 2)
terms of compensation for an NPC spellcaster sharing spells is left
to the GM, with NPCs expecting to be paid whether the attempt to Learning a spell from a recorded source requires a successful
learn the spell is successful or not. Magic/spellcraft check of DC 10 + spell level. Attempting to
An NPC spellcaster who offers to teach another spellcaster a new learn a spell from a schema, scroll, or talisman (ephemeral or
spell or to allow a spellcaster access to their spellbooks or written permanent) destroys the item whether the attempt is successful
spell materials typically charges a baseline fee noted in the or not.
“Teaching/Recording” column of the “Spell Costs” table. If the Magic/spellcraft check to learn an arcane spell from a
Spell Costs table (324) spellbook is a clear failure, the character learning the spell must
succeed on follow-up Magic/spellcraft check of the same DC. If
that check is a clear failure, the magic of the recorded spell is
disrupted and the spell disappears from the spellbook. Arcanists
Animyst and Druidan Spell Study who keep spellbooks typically allow other spellcasters to access
The relationship between the animys and druidas spheres of magic only copies of those books for the purpose of learning new
means that the process of learning animys and druidas spells is the spells, so that their original spellbooks are never put at risk.
same, though animysts and druidan can’t learn each other’s spells.
Animys and druidas casters have no feats that govern their ability to
learn new spells. The ability to learn is an inherent part of the form Spellbooks
of both spheres of magic. Recording an arcane spell in a spellbook involves a complex
notation that charts and describes the patterns of magic that make
up a spell. All arcanists who use spellbooks employ the same system
Learning by Observation of spellbook notation, no matter what their native language or
Arcanists with the Intuitive Arcana feat, and all animysts and culture.
druidan, can learn spells by observing another spellcaster An arcanist with the Inscribed Arcana feat can scribe any spell they
casting a spell, then attempting to deduce the inner workings of know into a spellbook. Most arcanists who keep spellbooks do so to
the spell. A spell must be cast successfully and its effects have a permanent record of the spells they know, or to create a
observed to be learned through observation, so that spells that master list of spells from which apprentices or other casters can
fail or are subject to a counterspell can’t be learned in this way. learn.
The number of pages it takes to scribe a spell in a spellbook is equal
Arcane Magic Feats (355)
to the spell’s level. (Treat two 0-level spells as one 1st-level spell.) It
Observing a spell as it is cast requires no action, but you must takes 1 hour to scribe a single page with a spell’s complex magical
be able to clearly perceive the spell’s lexis and somatic formula, using rare inks, reagents, and powdered precious metals
components, if any. Any material components are deduced whose cost is noted in the “Teaching/Recording” column of the
during the course of learning the spell. Once a spell has been “Spell Costs” table.
observed, learning it requires a successful Magic/spellcraft Spell Costs table (324)
check of DC 15 + the spell’s level. Magic Grimoire/Schemas, Scrolls, and Talismans (ch. 2)
Components (329) Spellbooks traded on the open market or found as treasure can be
sold for five times the total cost required to scribe each spell in the
Only spells known and cast by a spellcaster can be observed book. A spellbook purchased on the open market costs ten times
and learned in this way. A spell can’t be learned by studying its the amount required to scribe its spells.
casting from a magic item, or by observing a creature using
Though spellbooks contain magic and radiate a dweomer, they
innate magic (including spelltouched abilities and primordial
aren’t magic items in the true sense. A spell recorded in a spellbook
magic). As with all spell learning, the spell being observed must can’t be cast from the book as a spell is cast from a scroll, and a
also be in the appropriate sphere of magic, as each sphere has spellbook has no magical protection against water, fire, mold,
its own distinct processes of casting. insects, and other threats.
Conjuration
Conjuration spells allow you to bring creatures, objects, or
energy into existence, whether you create something that’s
never existed or call creatures or objects from across
dimensional boundaries. Some conjurations vanish after a set
time, reverting to magical energy. Other conjured objects last as
long as any mundane object.
When a summoned object or creature appears, they are
conjured within a specific range determined by the spell. After
that, a conjured creature is usually free to move wherever they
like, and a conjured object can be handled like any other object.
Creatures you conjure usually obey your commands. Unless
otherwise noted, conjured creatures appear as typical creatures
of their type, and you have no control over their features.
The Tacit Spell feat allows you to ignore lexis components when Magic Grimoire/Spells (ch. 1)
casting spells. If a player character pays the feat slot cost, the player decides
Tacit Spell (374)
which feats the character loses as a result. For other creatures,
the GM selects which feats are to be lost. As a general rule, the
GM will prohibit nonplayer characters from giving up feat slots
Somatic Component for spells cast for the benefit of player characters, even in
A somatic component is a measured and precise gesture that circumstances where an NPC owes a character a legitimate
helps to shape a spell’s magic, whether performed with the debt.
hand, the arm, or another part of the body. You must be able to
Feat slots expended in this way can’t be retrained like feat slots
gesture in your usual fashion to provide a somatic component. If
used on feats. Once a feat slot has been used as a spell
you are restrained, you are either distracted when casting a spell
component, it can’t be regained by any means, including a wish
with a somatic component or can’t cast such spells. If you are
spell. A character can replace these lost feat slots only by the
immobilized, you can’t cast any spell with a somatic component.
passage of campaign time or further adventuring.
Casting While Distracted (337)
Appendix B/Conditions (A8)
Range
Somatic components for arcane spells are more complex and All spells have a range, which indicates how far away from you
precise than for animys or druidas spells. An arcane caster who their magic can be manifested. Depending on the type of spell
wears armor is usually distracted when casting a spell with a you cast, its range is the maximum distance at which it can
somatic component. Animys spells and druidas spells can be target a creature or an object, the maximum distance at which
cast with no difficulty while wearing armor. its effect can be activated, or the maximum distance that you
Arcane Casting in Armor (338) can place the center of its area of effect.
The Stilled Spell feat allows you to ignore somatic components You can increase the range of certain spells with the Distant
when casting spells. Spell metamagic feat. Otherwise, if you try to cast a spell so that
its magic manifests beyond its range, the spell fails.
Stilled Spell (374)
Distant Spell (373)
Material Component All spells have one of the following ranges.
Many arcane spells and a small number of animys and druidas
spells feature material components. These are physical Personal
substances or objects that help provide the spell’s magical A spell with a range of personal creates an effect that starts from
energy, and which are consumed by the spellcasting process. A you or is centered on you. Some ongoing personal spells have
character who doesn’t have a material component available for areas that move with you in subsequent rounds, while some
a spell can’t cast that spell. remain fixed in their original location even if you move out of
Material components must be on your person when a spell is the effect.
cast, with the spell’s magic seeking and finding the component Any spell whose magic can affect only you is always a personal-
it is attuned to. Because arcane casters often maintain a wide range spell.
range of components, arcane material components are usually
stored in a dedicated spell component pouch or pocket.
Touch
Unless a cost is given for a material component, the cost is When you cast a spell with a range of touch, you must touch a
negligible. It is assumed that your upkeep expenses cover creature or object targeted by the spell. For spells that harm a
collecting or purchasing enough material components for
target creature, you make a magic attack against the target as area, a creature who is only partially within the area has
they try to avoid your touch. advantage on any saving throws against the spell, and an object
For beneficial spells such as healing spells, you can usually touch might be only partly affected, as the GM determines.
any target within 5 feet of you. Under extreme circumstances All spells that affect an area have a particular shape — either a
(for example, if you are both running away from enemies or cone, one or more cubes, a line, or a sphere.
trying to get out of the way of a landslide), the GM might call for
an Acrobatics check for you to successfully touch the target. Cone Spells
Some beneficial touch spells allow you to touch multiple targets. A spell area that is a cone starts at your position and sends its
You can touch as many targets as you can reach on the turn in magic out in a direction you choose, expanding horizontally and
which you cast the spell, and can move from target to target vertically as it does. The size of a cone is usually fixed, often as a
while you do so. 15-foot cone or a 60-foot cone. The size tells you how far away
from you the cone ends, and also how wide the circular end of
Ranges Measured in Feet the cone is.
Spells that can be targeted, centered, or activated at a distance Color spray, detect magic, and shout all create areas that are
have a range of either 60 feet, 120 feet, or 600 feet. cones.
Impair senses targets a single creature within 120 feet of Magic Grimoire/Spells (ch. 1)
the caster. A war priest who wants to cast the spell on an
enemy sorcerer must move to within 120 feet of the target
before casting the spell. If the sorcerer decides to respond
Cube Spells
A spell’s area might be a number of cubes whose size is either
with fireball, that spell has a range of 600 feet. The sorcerer
fixed or dependent on caster level. If a spell whose area is a
can place the center of its fiery explosion at that maximum
number of cubes is shapeable, you can make the area follow any
distance or anywhere closer, targeting the war priest or the
path you like, even creating a circular or square barrier with the
forces who follow them with equal ease.
spell’s area.
Some spells have a locus entry, indicating that they are cast into
an object but that the object isn’t the target of the spell. Rather,
Line Spells
the object acts as a locus, or physical center, for the spell’s Some spells take the form of a line of magic that extends from a
magic, which is subsequently triggered to target creatures or starting point to an end point, and which has a specified height
other objects. Spells cast into a locus object include those that and width. Some lines have fixed dimensions, while others have
create some sort of magical trap (such as explosive runes or dimensions that depend on your caster level or can be adjusted.
glyph of warding), or that create objects that can then be A spell whose area is a line affects all targets in its area.
utilized for releasing triggered magic (such as fire seeds or A line might be horizontal, vertical, or any orientation in
refuge). between. It might be straight, or it might be shapeable to follow
Magic Grimoire/Spells (ch. 1)
an irregular or curving path.
When you cast a spell with a locus that requires a saving throw, Blade barrier, lightning bolt, and wall of fire all create areas that
you imbue your magic challenge throw modifier into the spell. are lines.
That modifier is used to determine saving throws for the spell
even if you are no long present. Sphere Spells
Some spells fill a sphere with magic out to a specific radius. If a
Saving Throws (245)
spell creates a sphere centered on a point, the sphere’s radius
While a spell is active, its locus radiates magic that allows the extends from that point to the indicated distance. A spell that
spell to be identified. A locus doesn’t appear as a magic item, creates a sphere centered on a creature extends out from the
though, and gains none of a magic item’s resilience to damage. edge of the creature’s space. This means that if a Medium or
Chapter 8/Damaging Objects (230) Small creature and a Large creature are each the center of the
same spell effect, the sphere created by the Large creature will
A spell cast into a locus can’t be used offensively. A locus cover more area than the smaller creature’s sphere.
triggered by a specific type of creature moving within 10 feet of
it remains untriggered if the locus is moved closer to a A sphere spell cast above the ground or floor might be partly
stationary creature. Likewise, a locus spell triggered by touch cut off to become a hemisphere, but some spells create spheres
can’t be cast into a weapon, then triggered when the weapon that penetrate into the ground.
strikes a creature. Bless, eldritch sense, and fireball all create areas that are
spheres.
Spell Area
Some spells create a magical effect within an area. When you Instantaneous and Ongoing Effects
cast an area spell that affects creatures or objects within the Some area spells fill an area with magical energy that comes and
goes in an instant. When the spell is cast, its energy is
unleashed, then dissipates immediately, even as its effects As a party searches an ancient shrine for a relic guarded by
continue to be felt by the spell’s targets. invisible stalkers, an animyst casts invisibility purge, filling a
When a mage casts flame flow at a group of zombies, the sphere with magic that moves as she does. As the animyst
magic fills a cone to deal damage to each zombie in its moves, the spell’s area moves with her, and any invisible
area, then dissipates. A second wave of zombies who stalker caught in the area is revealed.
shamble into the area after the spell has been cast suffer no Magic Grimoire/Spells (ch. 1)
ill effects because the spell’s magic has already faded. Creature Compendium
Magic Grimoire/Spells (ch. 1) At the same time, the party’s arcanist casts detect magic to
try to locate the hidden relic. That spell creates a movable
Other spells fill an area with magic that lasts for a length of time.
cone that can’t cover as much area as a movable sphere, so
The magic of such spells might deal damage to or impose
the arcanist must direct the spell toward different areas of
effects on targets within the area, with the magic affecting
the shrine each round to search for magic.
creatures round after round. When a creature or object is no
longer in the area, whether because the creature or object
leaves the area or the area moves away, the effects of the magic Shapeable Areas
might end immediately, or might continue on until the spell If a spell’s area is shapeable, you have control over that area.
ends. Many spells whose area is a line or a number of cubes are
Wanting to put the necromancer who created the zombies shapeable, but spells whose areas are cones or spheres are not.
out of commission, and to limit the effectiveness of the An arcanist attempting to fool a guard patrol wants to
necromancer’s living guards, the mage casts black create the illusion of a predatory creature ready to meet
tentacles, which fills a sphere with magic. For as long as them. Casting controlled image creates a shapeable area
that magic lasts, the necromancer and her servants are of illusion defined as a number of 10-foot cubes. The
hindered by grabbing tentacles, potentially making saving arcanist can shape that area to create an illusion that is
throws round after round. roughly square (a pack of owlbears standing ready), tall and
narrow (a wyvern rearing up on its haunches), or thin and
Magic Grimoire/Spells (ch. 1)
long (a behir stretched out along the length of an empty
Like other ongoing effects that deal repeated damage, an area corridor).
spell that deals damage can do so only once per round to any
individual creature. Creature Compendium
Whenever a target must be chosen for a spell, you make that care, as they will hinder your allies or help your enemies even if
choice based only on the potential target’s obvious features. you don’t want them to.
A druidan casts dominate animal to try to control the leader Magic Grimoire/Spells (ch. 1)
of a pack of feral wolves. When she chooses her target, she
Some spells target a number of creatures or objects depending
can try to guess which wolf is the leader by their size, their
on caster level, so that the higher your caster level, the more
position in the pack, or the scars they bear. But the spell
targets your spell can effect. Such spells always allow you to
can’t automatically select the leader, the wolf with the most
choose targets, up to the maximum number. If you can affect six
hit points, or any other intangible features.
creatures with a hinder spell and there are eight enemies in the
Magic Grimoire/Spells (ch. 1) spell’s area, you decide which enemies become the targets of
The target line of a spell indicates whether it can be cast against the spell.
any creatures or only creatures of a certain type. Whenever a spell’s “Targets” entry specifies a chosen number
An animyst has focused the hold person spell when his of creatures, you can choose fewer creatures than that
party infiltrates an evil wizard’s tower, but he knows that the maximum. An animyst might typically cast mass cure serious
spell targets only fey, wondrous worldborn, and worldborn wounds in case the members of their party ever need healing all
creatures. It will work against the wizard’s human assistants at once. But during a tough fight, they might decide to cast the
and the pixie mercenaries who guard the tower, but not spell to target only one ally if that ally is in dire need of healing
against animals the wizard summons or the constructs she at range.
has created to defend her inner sanctum.
When the party finally meets the wizard, she casts cloudkill
Attack Rolls and Challenge Throws
to try to stop the adventurers in their tracks. The wizard When you cast a spell that can affect multiple targets and
knows that the spell affects all living creatures in its area, requires an attack roll, you make a separate attack roll for each
which excludes her construct servants and allows those target, even if you target the same creature twice. Each target
servants to attack the characters within the deadly cloud. makes a defense roll against the attack that targets them, and
you roll damage separately for each attack that hits.
Living Creatures When you cast a spell that has multiple targets and allows a
saving throw, you make a separate magic challenge throw for
Many magical effects can target and affect only living creatures, a
each target, and each target makes their own saving throw.
group comprising all creatures whose biology is based on organic
processes, even if those processes have an unusual or unnatural
However, you roll damage only once for a damage-dealing
origin. Effects that target living creatures can affect all creatures spell, applying the same damage to each target. If a spell
except constructs and undead. targeting multiple creatures requires a large number of
challenge throws, you can decide to make group challenge
throws for creatures with the same saving throw modifier.
Chapter 9/Challenge Throw (245)
Extradimensional Creatures
Certain creatures channel the energy of other dimensional realms,
even if they have lived in the material realm all their lives. In the
Targeting Yourself
Some spells can be cast only on the spellcaster, as indicated by
material realm, aberrations, celestials, elementals, and fiends are all
considered extradimensional creatures for the purpose of spells and
the spell header indicating “Target: You.” Any spell that can be
other magic effects that target such creatures. Additionally, other cast on another creature can also be cast on the spellcaster. The
creatures who have been corrupted by the energy of an target of mage armor is “One willing creature,” and that
extradimensional realm might be treated as extradimensional creature can be you if you wish.
creatures at the GM’s determination.
Campaign Handbook/Dimensional Realms Willing Target
Creatures such as wondrous worldborn and worldborn who are Some beneficial spells, including cure light wounds, fly,
native to the material realm are considered extradimensional restoration, and teleport, target willing creatures only. Declaring
creatures while in other dimensional realms. In a fire temple in the yourself as a willing target of a such spell is a free action, so you
material realm, fire spawn can be temporarily banished by an can do so even when it’s not your turn. Unconscious and
animyst adventurer’s dismissal spell. But if the magic of that temple petrified creatures are automatically considered willing for the
draws the party into the elemental realm of fire for a climactic purpose of being targeted by beneficial spells, but any creature
encounter, that spell won’t work on any elemental creatures there — who is conscious (including creatures who are immobilized,
even as it can target a worldborn high priest originally from the restrained, or stunned) gets to decide whether they are a willing
material realm who now controls the elementals. target or not.
Appendix B/Conditions (A8)
Number of Targets
Sometimes you select one specific target for a spell, as with cure Object-Affecting Spells
light wounds. Sometimes you select multiple targets or direct
Only spells that specifically mention objects in their target line
your magic toward the same target multiple times, as with can affect objects in addition to or instead of creatures. The
scorching ray. Sometimes a spell affects all creatures you
target line also indicates whether the spell affects only loose
choose, as with beacon of hope or succor, allowing you to objects — those not being wielded or worn by a creature — or
target only allies or enemies. Sometimes a spell affects all
all objects. If you want to target an object held by a creature
creatures or objects in its area, as with acid fog and fireball. with a spell that targets only loose objects, the creature must
Spells that affect all creatures in their area must be cast with
first let go of the object. (The disarm combat maneuver is one During this time, a spell can be detected with detect magic, and
way to accomplish this.) is subject to dispel magic and similar effects.
Chapter 9/Combat Maneuvers (259) Magic Grimoire/Spells (ch. 1)
When a spell such as fireball targets “each creature and loose For a spell whose duration is measured in rounds, that duration
object” in its area, its magic focuses on creatures in such a way expires at the start of the turn of the spellcaster. When a 6th-
that those creatures’ possessions or gear are usually unaffected, level spellcaster casts haste, its duration is 6 rounds. If the spell
even as loose objects in the spell’s area are damaged or ignited. is cast on the spellcaster’s turn in round 1, its effect on the
However, a flame strike spell targets only creatures, so it does caster’s allies continues through round 6, then ends at the start
no damage even to loose objects. Repel wood targets “each of the spellcaster’s turn in round 7.
wooden object” in its area, meaning that it affects loose objects
and objects that are held or worn by creatures. Instantaneous Spells
Magic Grimoire/Spells (ch. 1) An instantaneous spell creates effects that are felt immediately,
after which the magic ends. A fireball spell deals its damage
instantaneously, leaving no magic behind. Because its magic
Target Objects comes and goes the instant the spell is cast, an instantaneous
When a spell affects an object, a caster usually targets a single item,
spell and its effects aren’t subject to dispel magic.
even if that item is made of or contains separate items. A bow
consists of a shaft and a string that can be easily detached, but it’s
still a single object if targeted with invisibility. Likewise, a quiver Concentration Spells
filled with arrows can be treated as a single object, as can a sealed A spell with a duration of “Concentration” lasts only as long as
backpack filled with gear. But if that gear is spread out around the you concentrate on it. Concentrating on a spell is a minor
backpack, each item of it becomes an individual object, as the action, and you can concentrate on multiple spells as long as
backpack does. you have minor actions available. If you take any action on your
Sometimes a caster might want to treat part of a larger object as a turn before using a minor action to concentrate on an active
single object when targeting it with magic. A warp wood spell can’t concentration spell, any concentration spells you’ve cast end
affect an object as large as a fishing boat, preventing a caster from before you take that other action.
warping the hull and sinking the boat on the spot. But they could
Sometimes a concentration spell lasts for a short time after you
warp the ship’s tiller to make it unusable, or could warp a single
plank of the hull to create an unfixable leak. Likewise, the light
cease concentrating, as noted in the spell description. In the first
cantrip can be cast on an object that’s a maximum 1 foot wide on round in which you cease concentrating on such a spell, the final
each side, making it impossible to cast on a shortsword. But the part of its duration begins, and you can’t start concentrating on
spell could be cast on the crossguard or pommel of the sword if the spell again to extend its duration.
those are separate pieces attached to the blade. An illusionist casts rainbow pattern and manages to affect
all the members of a palace guard patrol. The spell has a
duration of concentration plus 1 round per caster level,
letting the illusionist spend a few rounds concentrating
Spells With Signals while moving the guards into a side chamber where they
Some spells allow you to set a triggering signal when they are cast, won’t be seen. The illusionist can then flee while any guards
which is then performed to trigger the spell later. For example, the dazed by the spell remain affected by its magic.
instant summons spell uses a triggering signal to pull an item to you
from wherever it happens to be. Other spells allow you to set a
bypass signal that can be performed by creatures to let them safely
Until Ended
bypass or ignore the spell’s effect. When casting glyph of warding to Spells that have a duration of “Until ended” last indefinitely until
protect a door, you can set a bypass signal that allows your allies to something specific happens to end the spell. Ancient ruins are
move through the door with no fear of triggering the glyph. often home to such spells cast centuries ago, and which remain
Magic Grimoire/Spells (ch. 1)
active until adventurers trip across them.
Spell signals can be any short combination of words, sounds, Some spells of this sort, including explosive runes and glyph of
actions, or gestures. A bypass signal must be performed within 1 warding, remain dormant until a trigger condition is met, at
round of a creature interacting with the spell, or the spell affects the which point the spell activates and ends. Other spells endure
creature as usual. When you cast a spell with a signal, you can make until they are ended by a creature’s actions, such as the arcane
the signal straightforward to be easy for allies to remember, or lock spell lasting until it is dispelled or someone forces open the
intentionally complex so that other creatures have trouble guessing object the spell was locking.
it or learning it if they observe it being performed.
Dismissible
Duration Some spells that last for a length of time have “dismissible” in
their duration line, indicating that the spell’s caster (not the
All spells have a “Duration” entry that tells you how long the
spell’s target, unless caster and target are the same) can dismiss
magical energy of the spell lasts.
the spell mentally as a minor action. To dismiss a spell you have
cast, the distance between you and the target of the spell, or
Rounds, Minutes, Hours, or Days the location where the spell was targeted, centered, or
Many spells have durations that are measured in rounds, activated, must be within the spell’s range.
minutes, hours, or days, with the specific duration often based
When a spell that has multiple targets is dismissible, you can
on your caster level. The magic of a spell with a timed duration
dismiss the spell for one target or for multiple targets of your
is active throughout that duration unless the spell ends early.
choice.
Concentration spells are also dismissible, though they don’t spell’s magic to force it through the target’s defenses. A magic
have “dismissible” in their duration line. This is because you can attack requires an attack roll, similar to the attack roll you make
dismiss a concentration spell simply by not concentrating on it for a weapon attack.
anymore (a free action). Spells whose duration is concentration With a magic attack, your attack roll is equal to:
plus a number of rounds aren’t dismissible after you stop
concentrating unless the duration line says so. d20 + spellcasting ability modifier
+ caster level + other modifiers
Observation and Effect Your spellcasting ability is determined by the sphere of magic of
the spell you cast — Intelligence for arcane magic, and Wisdom
You use a spell’s range to determine where its magic is to be
for animys and druidas magic. A character who needs to make a
targeted or activated. Spells with a range of personal or touch
magic attack roll and isn’t a spellcaster (for example, when
can typically be cast automatically because their effect is
casting a spell from a magic item), can use their Intelligence,
immediate to you. For spells with a range measured in feet, the
Wisdom, or Charisma modifier, whichever is highest.
location where the spell is to be targeted or activated must be
one that you can directly observe and can reach with unblocked For a spellcaster, caster level is determined by the number of
effect, unless a spell description says otherwise. times they’ve taken the Spell Mastery feat. A character who
needs to make a magic attack roll and isn’t a spellcaster uses
Chapter 7/Observation and Awareness (174)
the spell’s level as their caster level.
Casting at a location you can observe means that you perceive
Spell Mastery (323)
the location directly, most commonly because it is within the
range of your primary senses. Casting at a location you can Lineage traits, magic items, and other effects can grant bonuses
reach with unblocked effect means that a straight line between to your magic attack rolls.
you and the location isn’t blocked by any barrier. Your ability to An attack spell that deals hit point damage can score a critical
observe a location can be hindered by fog, shadow, darkness, hit just as a weapon attack can.
magic, and other factors. Your ability to reach a location with
unblocked effect can be negated by any solid barrier, including Chapter 9/Magic and Critical Hits (293)
barriers that don’t block observation such as a glass window or a
wall of magical force. Saving Throw
An otherwise solid barrier with a hole through it at least 1 foot A spell that imposes a harmful effect often allows a target to
across doesn’t block your effect when casting a spell. If you can make a saving throw to avoid some or all of the effect. If a spell
also observe the point where the spell is to be targeted or description has a “Saving Throw” entry, that entry describes
activated through the opening, you can cast a spell through that which type of saving throw the spell allows and how saving
opening. throws against the spell work.
A partial saving throw reduces some aspect of the spell’s effect When a mage successfully saves against illusory barrier, her
but doesn’t completely undo it. A fear spell usually imposes the warrior companion can follow her as she runs through the
frightened condition on a target, but a successful Will saving stone wall created by that spell to escape a pack of
throw means that a target is subjected to the less debilitating skeletons. But if the warrior doesn’t make his own saving
weakened condition instead. throw, the illusory barrier appears and feels solid, creating
the harmless sensation of smashing into a wall even as he
Appendix B/Conditions (A8) passes through it.
If an illusion is particularly unbelievable, creatures might have
Half Damage advantage on their saving throws against it.
Many damage-dealing spells have the notation “for half
damage” in their saving throw entries, with successful saving An arcanist uses greater controlled image to create an
throw reducing the spell’s damage by half (rounded down). illusion of an ankheg bursting up from the ground, hoping
Lightning bolt is a spell that allows a target to make a Reflex to frighten away a mob of approaching bandits. Because
saving throw to take half damage. the arcanist has never observed an ankheg up close before,
her illusion suffers from mistakes in its form and movement.
But it appears real enough to frighten the bandits, none of
Save to Disbelieve whom have encountered an ankheg either. However, if the
Many illusion spells have a saving throw entry of “Will to bandit chieftain grew up on a farm once attacked by an
disbelieve if interacted with.” This means that a successful Will ankheg, he might see through the illusion more easily,
save against the spell allows a creature to recognize the illusion giving him advantage on his saving throw.
for what it is, but that the creature must interact with the illusion
before the save can be made. Such interactions can include Creature Compendium
trying to touch an illusory object or creature, hearing illusory When a creature interacts with an illusion, the GM determines
sound out of sync with its source, succeeding on an when they save as a result of that interaction. If a first attack roll
Investigation or Perception check that reveals something clearly against an illusory dragon is a clear hit, the attacker’s sense of
wrong with the illusion, and so on. that solid blow not feeling quite right is what allows the saving
throw to be made. But if attacker and dragon trade partial hits
Chapter 6/Skills (99)
for two rounds, the GM might decide that the attacker doesn’t
Without such interaction, all creatures automatically perceive an make a save until the end of the third round, as inconsistencies
illusion as real to their senses. However, any creature is free to in the illusion’s appearance start to add up.
decide that something appearing to be real is actually false and
act accordingly — as when an illusion of a monster appears in a Certain Targets Only
location that a real monster couldn’t possibly have gotten into.
Sometimes a spell allows only certain types of targets to make a
With a successful saving throw, a creature perceives an illusion saving throw. The animal trance spell allows trained animals and
as a translucent or faint manifestation, but is no longer fooled or wondrous beasts to make saving throws against its effect, but
affected by it. If an illusory barrier spell creates a false wall to untrained animals are automatically affected.
mask an opening in a corridor, a character who prods the
illusion and succeeds on their saving throw observes the illusion Refocusing Saving Throws
partially fade away to reveal the corridor beyond.
Some spells allow a target to refocus a saving throw. This means
Magic Grimoire/Spells (ch. 1) that if the target fails the saving throw made when the spell is
A failed saving throw indicates that a character doesn’t notice cast, they can repeat the saving throw again.
anything unusual about an illusion. A creature who fails their Refocusing a Saving Throw
save against the same illusory barrier spell experiences the wall
exactly as if it were real, from its visual presentation to the Secondary Saving Throws
sensation of hitting solid stone when prodding it.
A creature who makes a saving throw against a spell must
When a creature fails their saving throw against an illusion spell, sometimes then make additional saving throws against certain
they typically can’t make another saving throw unless they parts of the spell’s effect. In other cases, a spell allows no saving
interact with the illusion again in some new way. throw for the target (including because it has no target), but
A creature who throws a rock at an illusory otyugh and fails creates a magical effect that forces other creatures to make
their save believes that the rock bounces off the creature, saving throws. Such spells break out the saving throw entry to
and might observe the otyugh shuffle angrily forward a few account for both the initial saving throw and the secondary
steps in response. If the creature simply backs up to avoid saving throw.
the otyugh, they don’t get a new saving throw. If they throw
another rock or move up to attack the otyugh, they are
opportunity attack, you don’t cast the spell and you lose the on the magic. Even so, a creature who comes back from the
action used to cast it, but you don’t expend any spell points. dead suffers physical and mental trauma that makes them
weakened. This effect can’t be negated by mundane or magical
Chapter 9/Opportunity Attacks (299)
means, and lasts until the next time the creature earns either a
If you are casting defensively and are also distracted by external campaign feat slot or an adventuring feat slot.
effects, you make two magic checks, with a failure on either
Chapter 1/Earned Feats (10)
preventing you from casting the spell.
Appendix B/Weakened (A12)
creatures, and magic item effects that only reproduce the effect
of a spell. Spells Affected by Attacks
Some spell descriptions refer to how their magic is disrupted by
Primordial Magic (383); Spelltouched Magic (380) “any form of attack,” which covers any action intended to harm
Magic Grimoire/Spells and Magic Items (ch. 2)
or hinder another creature. This includes making a weapon
attack (including an unarmed strike or an attack with a natural
Using a Counterspell weapon), making a combat maneuver, or undertaking any other
To use a counterspell, you hold your turn (a minor action) so that activity that might directly harm or physically interfere with a
you can wait for another creature to cast a spell. When that spell target. Even if an attack misses or deals no damage, or if a
is cast, you use a standard action to use a counterspell against combat maneuver skill check fails, the attempt is considered an
it. If you have the Reactive Counterspell feat, you can also attack for the purpose of disrupting the spell.
counterspell as a reaction.
Chapter 9/Combat Maneuvers (259)
Spellcasting Style Feats (341) A party wants to slip through a duergar outpost without
Chapter 9/Holding Your Turn (235)
fighting against the duergar’s superior numbers. A scout
When you counterspell, you expend a number of spell points imbibes a potion of invisibility to take point, and knows that
equal to the level of the spell you want to disrupt. If you don’t the invisibility spell ends if its target makes any form of
have sufficient spell points, you can’t use a counterspell. You attack. Meanwhile, the scout’s arcanist ally has a charm
then make a Magic/spellcraft check with a DC based on the person spell prepared to try to engage the guard captain,
spell’s level. and knows that the captain will automatically succeed on
their save if the characters make any form of attack against
Spell Level Counterspell DC
them.
0 to 6th 15
7th to 12th 20 Magic Grimoire/Spells (ch. 1) • Potions and Spellmarks (ch. 2)
13th to 18th 25 Any spell or other magical effect intended to directly harm or
hamper a target is likewise considered an attack. This includes
Spell Points (322)
effects that opponents resist with saving throws (such as a
If your check is a clear success, your counterspell negates the contagion spell), effects that deal damage with no saving throw
target spell, with the caster wasting the spell points and the or attack rolls (such as magic missile), and effects that can
action used to cast the spell. If the check is a clear failure, the impose a condition on a target (a sleep spell, attempts to turn
spell is cast successfully. On a partial success, the spell is cast undead, and so on).
but you and the GM determine what complications might affect
Causing harm indirectly doesn’t constitute an attack. This allows
it.
an invisible creature to direct allies in combat, to magically
Chapter 6/Measuring Skill Success (104) summon other creatures who attack on the invisible creature’s
Using a counterspell as a standard action triggers opportunity orders, to set a trap that deals damage to creatures who
attacks from creatures who threaten you. With a successful DC subsequently trigger it, to cut a rope bridge while enemies are
15 Magic check, you can use a counterspell defensively and crossing it, and so forth.
avoid the opportunity attack. Using a counterspell as a reaction
doesn’t trigger opportunity attacks.
When using a counterspell, you aren’t distracted by external
effects like you might be while spellcasting.
Nonlethal Casting
Spellcasting Style Feats You can modify the power of your spells to hinder rather than
The feats in this section allow a character to improve and slay.
enhance their spellcasting prowess across all spheres of magic.
Prerequisites: Spell Mastery ×1.
Disruptive Strike Benefit: Whenever you cast a spell that deals hit point damage,
you can hold back some of the spell’s power, treating the spell
Channeling your magical potential through your weapon attack
as a nonlethal damage attack and dealing half damage with all
lets you weaken your foe’s resistance.
its effects. Saving throws, resistance, and other effects can
Prerequisites: Eldritch Spirit (any sphere) ×1, Weapon Focus further reduce that damage, as usual, but any of the spell’s
(any group) ×4. nondamaging effects function as they usually do.
Spellcasting Feats (322) Chapter 9/Nonlethal Attacks (267)
Chapter 9/Attack Feats (268)
Spells that don’t deal hit point damage can’t be used with
Benefit: When you hit a creature with a weapon attack, that Nonlethal Casting.
creature has disadvantage on defense rolls and saving throws
A druidan lays down a spike growth spell to hinder a
against the next spell you cast against them before the end of
pursuing worg pack. The druidan hopes to eventually
your next turn.
parley with the worgs, but that spell deals its damage
Mastery: You can take this feat once, at a cost of 1 feat slot. automatically when creatures enter its area, and so can’t be
used for a nonlethal attack.
Instinctive Spell Attack Magic Grimoire/Spells (ch. 1)
In the thick of combat, you can quickly unleash your most
When you use this feat on a spell that affects multiple targets,
instinctive spells.
the spell is a nonlethal attack for all targets. Spells cast with
Prerequisites: Spellcaster ×1; Rapid Attack ×1 or Rapid Shot Nonlethal Casting can be used only to deal nonlethal damage,
×1. and can’t be used to make a nonlethal maneuver.
Chapter 9/Multiple Attack Feats (297) Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: When you make multiple attacks as a standard action,
you can forgo one of those attacks to cast a 0-level cantrip, Reactive Counterspell
orison, or incantation you know. You can shatter the spells of your foes as fast as they cast them.
Chapter 5/Actions (83) Prerequisites: Spell Mastery ×4.
Mastery: You can take this feat once, at a cost of 1 feat slot. Benefit: You can use a counterspell as a reaction, in addition to
doing so as a standard action by holding your turn.
Instinctive Spell Potency Counterspell (339)
Your most instinctive spells gain an offensive edge. Mastery: You can take this feat once, at a cost of 1 feat slot.
Prerequisites: Spellcaster ×1.
Benefit: Whenever you cast a damage-dealing 0-level cantrip, Scouring Magic
orison, or incantation (including spells cast from magic items), Your magic tears at its targets to leave them off balance in
that spell deals minimum damage equal to your spellcasting combat.
modifier.
Prerequisites: Spell Mastery ×4.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: When a spell you cast deals damage to one or more
creatures, you can use a minor action to choose a number of
Intuitive Spell those creatures equal to your spellcasting ability modifier
Your mastery of magic lets you channel certain spells with only a (minimum three creatures). Each chosen creature grants
moment’s preparation. advantage on the next attack made against them before the
Prerequisites: Spell Mastery ×4. end of their next turn.
Benefit: At the end of each long rest, you can choose a number Mastery: You can take this feat once, at a cost of 1 feat slot.
of beneficial spells from the spells you have focused equal to
your spellcasting ability modifier. These beneficial spells can be Spell Ambush
any spell that targets willing creatures or has a target of “you.” Your foe’s lack of awareness lets your magic catch them off
When you cast any of these spells to target only yourself, you guard.
can do so as a minor action.
Prerequisites: Skill Focus (Stealth) ×4, Spell Mastery ×7.
Focusing Spells (326)
Chapter 6/Skill Feats (148)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: When you are hidden from a target of a spell you cast,
that target has disadvantage on their defense roll or initial
saving throw against the spell. The target makes refocused
saving throws as usual.
Mastery: You can take this feat once, at a cost of 1 feat slot.
You can use this feat a number of times per day equal to your
Spell Fortification Charisma modifier (minimum three times). You regain all
The destructive power of your spells feeds on itself to become expended uses when you finish a long rest.
even more devastating.
This is a magical effect.
Prerequisites: Spell Mastery ×7.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: Whenever you cast a spell that deals hit point damage,
you roll one additional damage die.
Thieving Counterspell
Mastery: You can take this feat once, at a cost of 1 feat slot. You pluck the knowledge of a spell from your foe’s mind and
make it your own.
Spell Strike Prerequisites: Spell Mastery ×7.
The power of your magic fuels a potent melee attack.
Benefit: Whenever you successfully use a counterspell against a
Prerequisites: Spell Mastery ×1, Weapon Focus ×4. spell from a sphere of magic for which you have taken Eldritch
Benefit: When you cast a melee attack spell as a standard Spirit, you can attempt a follow-up Magic/spellcraft check
action, you can make one melee weapon attack that same turn against the same DC to temporarily steal the knowledge of that
as a minor action. The weapon attack you make with this feat spell from the caster’s mind. The spell must be of a level you can
(including an unarmed strike) is considered magic for the cast. Until the end of your next long rest, you know the spell,
purpose of overcoming damage resistance. treat it as focused, and can cast it with your own spell points.
The caster you steal the spell from can’t cast the spell until the
Appendix A/Immunity, Resistance, and Vulnerability (A3)
end of their next long rest.
You can make only one weapon attack when you use this feat,
You can hold a number of spells stolen with this feat equal to
even if you have more than one minor action available.
your spellcasting ability modifier. If you want to steal the
Mastery: You can take this feat once, at a cost of 1 feat slot. knowledge of a new spell beyond that maximum, you decide
which stolen spell it replaces. If you cast spells from more than
Spell Superiority one sphere of magic, you use your highest spellcasting modifier
Your detailed study of a specific school of magic gives your to determine the number of spells you can steal, and that
spells from that school an offensive edge. maximum covers spells of all spheres.
Benefit: Choose a school of magic: abjuration, conjuration, Mastery: You can take this feat once, at a cost of 1 feat slot.
divination, enchantment, evocation, illusion, necromancy, or
transmutation. You add +1 to the magic attack roll or magic Wand Mastery
challenge throw for spells you cast from the chosen school. You fuel a wand’s power with your own spellcasting potential.
Schools of Magic (328) Prerequisites: Spell Mastery ×4.
Mastery: You can take a first instance of this feat multiple times. Benefit: When you activate a wand that holds a spell of a level
Each time you do so, you take it for a different school of magic. you can cast and from a sphere of magic for which you have
taken Eldritch Spirit, you can forgo using one of the wand’s
You can take this feat three times for a single chosen school of
charges by expending spell points equal to the spell’s level.
magic, increasing the bonus to a maximum +3.
Effectively, you treat the spell imbued into the wand as if it were
Feat Slot Cost 1 2 3 a spell you know and have focused.
Times Taken 1 2 3 Mastery: You can take this feat once, at a cost of 1 feat slot.
Magic Grimoire/Spells (ch. 1) If the animyst first succeeds on a Magic check to activate
the wand at the spell’s level, the casting of flame strike
deals 8d6 damage. If they then expend 4 additional
charges from the wand, they are effectively caster level 14,
and the spell deals 14d6 damage. Animys Magic
The number of charges you expend for a single activation of a Those who channel animys magic are often known as animysts,
wand can’t exceed your spellcasting ability modifier. manipulating a power generated and imbued into the world by
Mastery: You can take this feat once, at a cost of 1 feat slot. the life force of all sapient creatures. In some cultures, animysts
believe that their magic stems from divine sources, and many
animysts take the role of priests channeling the power of the old
gods. However, most animysts hold with no faith, channeling
their magic in the name of life itself.
Chapter 7/The Ways of Faith (153)
Animys spells draw on a wide range of magical power and can
produce potent effects. However, animysts are best known for
their ability to heal and protect. Animys spells are often less
flashy, destructive, and disruptive than arcane spells, and less
focused on nature than druidas spells.
Animys spellcasting was originally an offshoot of the older form
of druidas spellcasting. The two spheres of magic share many
spells and features, including the healing magic that can’t be
channeled by arcane casters. The methods of learning and
casting animys and druidas spells are likewise similar.
Learning New Spells (324)
Domain of Faith
By dedicating yourself to a specific path of faith, you hone the
potency of your eldritch power.
Prerequisites: Eldritch Spirit (animys magic) ×1 or Driven Ethos
×1.
Benefit: You choose an animys domain, making the theme of
that domain intrinsic to your magic. Whenever you make a
Magic check related to your domain, as the GM determines, you
have advantage on the check. This includes the Magic check to
use a counterspell against any spell thematically tied to your
domain.
Animys Domains (345); Counterspell (339); Domain Spells (344)
Chapter 6/Magic (128)
Additionally, you learn one 0-level orison of your choice that has
a thematic relationship to your domain, as determined in
consultation with the GM. If you’re not a spellcaster, you cast
this orison at will as if it were a spelltouched ability.
Spelltouched Magic (380)
If you wish, you can choose an arcane cantrip or a druidas
incantation to learn as a unique animys orison. When you cast an
arcane cantrip learned in this way, you ignore any material
components for the cantrip unless those components have a gp
cost.
Mastery: You can take this feat three times, gaining a maximum
of three domains.
Feat Slot Cost 1 2 3
Times Taken 1 2 3
spell’s level. You do not take a penalty to your critical points for
Domain Spells this magical healing.
The power of your animys domain extends your spellcasting
prowess. Chapter 9/Magical Healing (257)
Prerequisites: Domain of Faith ×1, Spellcaster (animys) ×1. You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
Animys Magic Feats (343); Spellcasting Feats (322) expended uses when you finish a long rest.
Benefit: You learn a number of spells of your choice equal to This is a magical feature.
your Wisdom modifier (minimum three spells) that have a
thematic relationship to your domain, as determined in Mastery: You can take this feat once, at a cost of 1 feat slot.
consultation with the GM. You must spend 1 day per spell level
in meditation during a downtime rest to learn these spells, as Exchange of Life
usual, but you spend only half the usual cost of reagents and Another’s healing magic lets you augment your own spellcasting
other materials consumed by the learning process. power.
Learning New Spells (324) Prerequisites: Spellcaster (animys magic) ×4.
The spells can be of any level you can cast, and you treat those Benefit: Whenever you are the only target of a spell that heals
spells as always focused. If you wish, one of the chosen spells hit point damage, you can use a reaction to forgo that healing.
can be an arcane or druidas spell, which you learn as a unique Instead, you restore a number of animys spell points equal to
animys spell. When you cast an arcane spell learned in this way, the spell’s level, effectively allowing another animys spellcaster
you ignore any material components for the spell unless those to transfer spell points to you.
components have a gp cost.
This feat can’t be used to transfer animys spell points from
Mastery: You can take this feat three times. Each time you do, magic items. You can’t restore spell points beyond your
you learn a new selection of domain spells. maximum with this feat.
Feat Slot Cost 1 2 3 This is a magical feature.
Times Taken 1 2 3 Mastery: You can take this feat once, at a cost of 1 feat slot.
Empowered Domain
By channeling even more magic into your animys domain, you
enhance that domain’s features.
Prerequisites: Domain of Faith ×1.
Benefit: Each time you use a domain feat, you can increase the
effectiveness of its magic as you determine, in consultation with
the GM. The most common ways to increase the effectiveness of
a domain feat include:
• Doubling its duration
• Doubling its range
• Affecting a second target within range
• Increasing a boon or bane to the next die (d6 to d8, d8 to
d10, and so forth)
Domain Feats (347)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Healing Surge
You channel your healing energy quickly when you need to.
Prerequisites: Eldritch Spirit (animys) ×1.
Spellcasting Feats (322)
Benefit: Whenever you have a spell focused that heals hit point
damage, you can cast that spell as a minor action.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Resolute Healer
Your dedication to healing allows weal for others to benefit you
as well.
Prerequisites: Spell Mastery (animys magic) ×4.
Benefit: When you cast a spell that heals hit point damage to a
creature other than you, you can regain hit points equal to the
Healing Domain
The power of restoration and the nurturing of life are the
cornerstones of the healing domain. Those who follow this
domain are driven by a deep desire to spread the lore and The philosophy and magic of the animys protection domain are
magic of healing and restoration, possessing a gentle yet identical to that of the druidas protection creed.
unyielding compassion, and an unwavering commitment to the
Creed Feats (363); Druidas Creeds (361)
preservation of life.
The philosophy and magic of the clerical healing domain are
identical to that of the druidas healing creed.
Strength Domain
The strength domain represents the physical might and
resilience of life. Those who follow this domain often see their
Hunter Domain own physical might as a manifestation of their faith and magic,
The hunter domain represents the mastery of the hunt, in both whether they use that strength to protect others under their
the physical and spiritual sense. Those who follow this domain charge or to seize the glory or rewards that they believe are
are often skilled trackers and hunters, using their knowledge of their due.
wilderness or city to seek those who hide, protect allies,
vanquish foes, or defend those who find themselves prey for
hunters of other kinds.
Sun Domain
The sun domain embodies the power of light and radiance
bestowed upon the world by the life-giving sun. Those who
Knowledge Domain follow this domain are often devoted to the ideals of nurturing
The pursuit of wisdom and experience defines the knowledge and purity, and are compelled to drive away metaphorical
domain, whose followers are driven by a thirst for understanding shadow in the form of secrecy and corruption.
and a desire to uncover lost lore and secrets. Animysts of this
domain live to share their knowledge with others, and to use
that knowledge to overcome challenges or aid those in need of
Travel Domain
Followers of the travel domain embrace the journey more than
enlightenment.
the destination, in both the literal and metaphorical sense.
These animysts are wanderers, driven by a desire to explore and
Law Domain experience, to guide others along unknown life paths, and to
The law domain embodies the principles of ethics, order, and shepherd those who are emotionally and spiritually lost.
justice. Those who follow this domain are dedicated to
spreading the rule of just law, and opposing unjust edicts and
regulations. They value logic and reason above all else, often
Trickery Domain
The trickery domain embraces deception and cunning. Those
act as mediators and judges, and seek to bring order to a
who follow this domain use their magic to outwit enemies and
chaotic world.
weave protective artifice around those they defend, and often
support that magic with natural gifts of diplomacy and duplicity.
Luck Domain
The fickle nature of fate is embodied in the luck domain, whose
followers possess an unwavering belief in the power of fortune
War Domain
Combat and martial prowess are the province of animysts who
and their ability to twist chance to their advantage. Whether
follow the war domain. Their study of magic focuses on force of
they follow fate capriciously or attempt to carefully prod it in
will and skill at arms, whether they strive to protect allies in
particular directions, animysts of the luck domain trust in their
battle, to vanquish foes, or to stand up for those whose lives war
own intuition as they help others navigate the paths of fate.
would destroy.
Magic Domain The philosophy and magic of the animys war domain are
identical to that of the druidas war creed.
The magic domain is shaped by a faith in eldritch power. Those
who follow this path seek to uncover the mysteries of magic, Creed Feats (363); Druidas Creeds (361)
and to train others in the animyst arts. They believe that the
power of magic must be balanced with responsibility, and are Water Domain
quick to pass judgement on those who allow magic to fuel
The water domain is built upon the unreadable and relentless
worldly corruption or threaten the sanctity of life. nature of ocean, seas, lakes, and rivers. Those who follow this
domain possess a deep reverence for the strength and power of
Nature Domain water, and can threaten the fury of the storm when aquatic
The nature domain encompasses the magic of flora and environments and the folk who dwell there are threatened.
botanical life, and those who follow this domain are deeply The philosophy and magic of the clerical water domain are
attuned to the world of field and flower, forest and wilderness. identical to that of the druidas water creed.
They find solace in the peaceful stillness of meadow and woods,
possessing a deep reverence for nature and a hunger to protect
it.
Protection Domain
Selflessness and devotion are the hallmarks of the protection
domain, whose followers stand sentinel before those threatened
by corruption and violent power. Animysts of protection are
willing to put themselves in harm’s way to shield others, and
draw strength from their unbreakable resolve.
Animal Aggression
Domain Feats Your magic controls the temperament of animals around you in
The following feats allow a character to expand their dedication combat.
to a specific path of animys magic.
Prerequisites: Domain of Faith (animal) ×1.
Where a feat appears with only a cross-reference to another
Benefit: As a minor action, you incite a shift in the belligerence
section, that feat is relevant to domains but has its full write-up
of each animal within 30 feet of you. You choose whether to
in that other section.
grant a target animal a d6 boon on attack rolls and combat
maneuver skill checks, or to impose a d6 bane on attack rolls
Custom Domain and Creed Feats and combat maneuver skill checks, with either effect lasting for 1
The domain feats and creed feats available to characters channeling minute.
animyst and druidas magic are just a small sampling of the potential
Chapter 9/Attacks (264); Combat Maneuvers (259)
magic tied to domains and creeds. GMs and players can create new
domain feats or creed feats of roughly the same power as the feats You can use this feat a number of times per day equal to your
in this chapter, which might represent the unique teachings of an Wisdom modifier (minimum three times). You regain all
animyst order or druidan circle, or a person magical epiphany. expended uses when you finish a long rest.
Because domain and creed feats that work against enemies have no
This is a magical feature.
saving throw, their effects must be appropriately time limited, with
such effects often lasting for 1 minute, until the start of the next turn Mastery: You can take this feat once, at a cost of 1 feat slot.
of the creature using the feat, or until the end of the next turn of the
creature targeted by the feat. Chaos Burst
Creed Feats (363) A chaotic surge of energy courses through nearby foes.
Additionally, any existing domain feat or creed feat can easily be
Prerequisites: Domain of Faith (chaos) ×1.
renamed and reworked to a different theme. For example, the Fiery
Rebuke feat of the fire creed and the fire domain can easily become Benefit: One creature you can observe within 15 feet takes 1d4
an Icy Rebuke feat for the cold domain, the cold creed, or the damage of a random type, rolled for on the following table:
frostlands creed. Likewise, the Travel Free feat of the travel domain
d10 Damage Type d10 Damage Type
is appropriate for the frostlands creed, the mire creed, or any creed
themed around an environment with specific types of difficult 1 Acid 6 Necrotic
terrain. 2 Cold 7 Psychic
3 Fire 8 Radiant
Even within an existing creed or domain, a feat can be reflavored to
4 Force 9 Thunder
better fit a character’s relationship to their magic. For example, a
druidan of the arthropod creed who lives along the seashore and 5 Lightning 10 Choose
invokes the spirit of crabs or lobsters rather than arachnids or insects If the target takes less than 4 damage, another creature you can
could alter and rename the Arthropod’s Web feat to restrain
observe within 15 feet of the previous target takes 1d4 damage
enemies with gouts of sea slime rather than silken webbing.
of the same type. You repeat this process until a target takes 4
damage or you run out of targets. A creature can take damage
Air Jaunt only once from each use of Chaos Burst.
With little more than a thought, you take to the air. You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
Creed Feats (363)
expended uses when you finish a long rest.
This is a magical feature. You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
Mastery: You can take this feat once, at a cost of 1 feat slot.
expended uses when you finish a long rest.
This is a magical feature. You can use this feat a number of times per day equal to your
Mastery: You can take this feat once, at a cost of 1 feat slot. Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
Death Touch This is a magical feature.
You drain the last dregs of life from a dying creature. Mastery: You can take this feat once, at a cost of 1 feat slot.
Prerequisites: Domain of Faith (death) ×1.
Benefit: As a standard action, you touch a dying creature to
Earth Glide
automatically impose three failed death saves on them. If the You effortlessly push through the earth as you move.
dying creature is not immobilized or unconscious, you must hit Creed Feats (363)
them with an unarmed strike to touch them.
Chapter 9/Death Saving Throws (254) Earth Tremor
Appendix B/Conditions (A8) A pulse of magical energy sends creatures around you off their
You can use this feat a number of times per day equal to your feet.
Wisdom modifier (minimum three times). You regain all Creed Feats (363)
expended uses when you finish a long rest.
This is a magical feature. Evil Reply
Mastery: You can take this feat once, at a cost of 1 feat slot. Your response to an enemy’s attack leaves them quaking.
Prerequisites: Domain of Faith (evil) ×1.
Deathly Resurgence Benefit: When an enemy hits you with a melee attack, you can
A creature’s death grants you a surge of resilience use a reaction to cause them to be frightened until the end of
Prerequisites: Domain of Faith (death) ×1. their next turn.
Benefit: When a creature dies within 30 feet of you, you gain Appendix B/Frightened (A10)
temporary hit points equal to 2d8 + your Wisdom modifier You can use this feat a number of times per day equal to your
(minimum +3). Wisdom modifier (minimum three times). You regain all
Chapter 9/Temporary Hit Points (253) expended uses when you finish a long rest.
You can use this feat a number of times per day equal to your This is a magical feature.
Wisdom modifier (minimum three times). You regain all Mastery: You can take this feat once, at a cost of 1 feat slot.
expended uses when you finish a long rest.
This is a magical feature. Evil Reward
Mastery: You can take this feat once, at a cost of 1 feat slot. When your enemies are struggling, they feel your power.
Prerequisites: Domain of Faith (evil) ×1.
Destructive Essence Benefit: As a minor action, you channel malevolent power for 1
Your ability to break the world around you is second to none. minute. During that time, when you hit with an attack against a
Prerequisites: Creed of Nature (destruction) ×1 or Domain of creature who is dazed, immobilized, restrained, slowed,
Faith (destruction) ×1. stunned, or weakened, the attack deals an extra 2d6 necrotic
damage.
Benefit: As a minor action, you gain a d8 boon on
Athletics/slam checks for 1 minute. Appendix B/Conditions (A8)
Chapter 6/Athletics (112) You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
You can use this feat a number of times per day equal to your
expended uses when you finish a long rest.
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest. This is a magical feature.
This is a magical feature. Mastery: You can take this feat once, at a cost of 1 feat slot.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Fiery Rebuke
Destructive Strike Enemies who challenge you feel the heat of your wrath.
A surge of destructive energy fuels your attacks. Creed Feats (363)
Prerequisites: Creed of Nature (destruction) ×1 or Domain of
Faith (destruction) ×1. Fire Resistance
Benefit: You are inured to the damage dealt by mundane and magical
flame.
As a minor action, you gain a d4 boon on attack rolls and
combat maneuver skill checks for 1 minute. Creed Feats (363)
Good Minded Benefit: As a minor action, you gain an intuitive sense of the
present location of any creature you know or have observed
A preternatural understanding lets you grasp the words of any within 1 day. You know the direction and distance to the
creature. creature, though you don’t necessarily know the most direct or
Prerequisites: Domain of Faith (good) ×1. safest route to get to them.
Benefit: Choose a creature within 30 feet. As a minor action, You can use this feat a number of times per day equal to your
you can understand, speak, sign, read, or write any language of Wisdom modifier (minimum three times). You regain all
the chosen creature for 1 minute. expended uses when you finish a long rest.
You can use this feat a number of times per day equal to your This is a magical feature.
Wisdom modifier (minimum three times). You regain all Mastery: You can take this feat once, at a cost of 1 feat slot.
expended uses when you finish a long rest.
This is a magical feature. Knowledge Mystic
Mastery: You can take this feat once, at a cost of 1 feat slot. A preternatural connection to the world grants you exceptional
insight.
Healing Grace Prerequisites: Domain of Faith (knowledge) ×1.
Your presence helps others restore health and vigor while they Benefit: When you make a skill check to learn information or
rest. lore, you can forego rolling and treat the check as if you rolled a
Prerequisites: Creed of Nature (healing) ×1 or Domain of Faith 20. You can use this feat after you roll a check, but before the
(healing) ×1. effect of the check is resolved.
Benefit: You and each creature who spends a short or long rest Chapter 6/Knowledge and Lore sidebar (109)
within 30 feet of you has advantage on Healing checks made to
You can use this feat a number of times per day equal to your
restore defense points at the end of that rest.
Wisdom modifier (minimum three times). You regain all
This is a magical feature. expended uses when you finish a long rest.
Mastery: You can take this feat once, at a cost of 1 feat slot. This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Healing Touch
A surge of magic restores the health of an injured creature. Knowledge Thief
Prerequisites: Creed of Nature (healing) ×1 or Domain of Faith You momentarily touch the mind of another creature to glean
(healing) ×1. their thoughts.
Benefit: As a minor action, you touch one willing creature, who Prerequisites: Domain of Faith (knowledge) ×1.
magically hit points equal to 3d4 + your Wisdom modifier
Benefit: As a standard action, choose one creature you can
(minimum +1).
observe within 10 feet. You gain access to that creature’s surface
You can use this feat a number of times per day equal to your thoughts and impressions for 1 minute, but not to memories or
Wisdom modifier (minimum three times). You regain all subconscious thoughts unless the creature can be made to think
expended uses when you finish a long rest. of those things. Animals and other creatures that don’t use
This is a magical feature. language have simple, instinctual thoughts that you can pick up.
Mastery: You can take this feat once, at a cost of 1 feat slot. You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
Hunter’s Heart
Your chosen quarry feels the full brunt of your focus. This is a magical feature.
Prerequisites: Domain of Faith (hunter) ×1. Mastery: You can take this feat once, at a cost of 1 feat slot.
Prerequisites: Domain of Faith (strength) ×1. Benefit: As a minor action, you and each ally who stays within 30
feet of you ignore mundane difficult terrain for 1 minute,
Benefit: Your carrying capacity increases by 50 pounds for 1 including treating other creatures’ spaces as difficult terrain.
minute, so that you determine your maximum weight and speed Moving through enemies’ spaces requires a skill check, as usual.
reduction as if your Strength modifier was 10 higher than it is.
Chapter 7/Difficult Terrain (168); Moving Through Creatures (169)
Chapter 5/Carrying Capacity (228)
You can use this feat a number of times per day equal to your
You can use this feat a number of times per day equal to your Wisdom modifier (minimum three times). You regain all
Wisdom modifier (minimum three times). You regain all expended uses when you finish a long rest.
expended uses when you finish a long rest.
This is a magical feature.
This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: As a minor action, you gain a d6 boon on skill checks Mastery: You can take this feat once, at a cost of 1 feat slot.
made using Charisma for 1 minute.
You can use this feat a number of times per day equal to your
Water’s Grace
Wisdom modifier (minimum three times). You regain all Your magic lets you move with ease beneath the waves.
expended uses when you finish a long rest. Creed Feats (363)
This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot. Water’s Hold
Fast-flowing water hinders the movement of creatures around
Tricky Feint you.
A foe tries in vain to lock you down in combat. Creed Feats (363)
Prerequisites: Domain of Faith (trickery) ×1.
Benefit: When you would be hit by an attack, you can use a
reaction to turn a clear hit to a partial hit (which also has the
effect of turning a critical hit into a regular hit), or a partial hit to
a miss.
Chapter 5/Actions (83)
You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Warrior’s Aid
Your magic lets an ally evade the most potent attacks.
Prerequisites: Creed of Nature (war) ×1 or Domain of Faith
(war) ×1.
Benefit: When an ally you can observe within 30 feet is subject
to critical hit, you can use a reaction to turn the attack into a
regular hit.
You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: The range at which you can affect undead with your
Turning Undead Turn Undead feat increases to 60 feet.
Some animysts learn to channel their magic in a pulse of power Mastery: You can take this feat once, at a cost of 1 feat slot.
that can disrupt the unnatural force that animates the undead.
Animysts can turn undead to drive such creatures away, or can
focus and hone their power to control the actions of undead
Heightened Turning
creatures or destroy them outright. Your ability to channel animys turning magic can affect even the
most resilient undead.
Undead who you turn are forced to fight against other undead Feat Slot Cost 1 2 3
in the area. Times Taken 1 2 3
Prerequisites: Skill Focus (Magic) ×4, Turn Undead ×1.
Chapter 6/Skill Feats (148) Immobilized Turning
Undead who you turn are frozen in place and left at your mercy.
Benefit: As a minor action, you select a number of undead
creatures equal to your Wisdom modifier who have been Prerequisites: Skill Focus (Magic) ×4, Turn Undead ×1.
affected by the Turn Undead feat within the last minute. Benefit: As a minor action, you select a number of undead
Nonsapient undead are automatically no longer driven, and are creatures equal to your Wisdom modifier who have been
compelled to seek out and attack the nearest undead creatures affected by your Turn Undead feat within the last minute.
for as long as they are affected by your turning. Sapient undead Nonsapient undead are automatically immobilized for as long as
must succeed on a Will save against a new challenge throw for they remain affected by your turning. Sapient undead must
Turn Undead or suffer the same effect. succeed on a Will save against a new challenge throw for Turn
Intelligent and Sapient Creatures sidebar (30) Undead or suffer the same effect, and can refocus the saving
Appendix B/Driven (A10) throw at the end of each turn.
Combative undead attack to the best of their ability, using their Refocusing a Saving Throw (337)
most effective melee or ranged attacks. Sapient undead not Appendix B/Immobilized (A10)
affected by this feat can choose to avoid melee with combative This is a magical feature.
undead, as determined by the GM. Nonsapient undead
creatures will typically engage combative undead who attack Mastery: You can take this feat once, at a cost of 1 feat slot.
them. A combative undead must attack only undead creatures
on their turn, but they can make opportunity attacks against Turn Undead
non-undead creatures. You unleash the power of your life magic to turn undead
This is a magical feature. creatures in their tracks.
Mastery: You can take this feat once, at a cost of 1 feat slot. Prerequisites: Eldritch Spirit (animys) ×1, Skill Focus (Magic) ×1.
Spellcasting Feats (322)
Destructive Turning Chapter 6/Skill Feats (148)
Undead who you turn are irrevocably destroyed. Benefit: As a standard action, you channel life energy that
Prerequisites: Skill Focus (Magic) ×7, Turn Undead ×1. drives undead creatures away. Each undead within 30 feet of
you that is aware of you must make a Will saving throw against a
Benefit: As a minor action, you select a number of undead challenge throw equal to:
creatures equal to your Wisdom modifier who have been
affected by your Turn Undead feat within the last minute. d20 + your animys magic caster level or
Nonsapient undead are automatically reduced to 0 defense your Wisdom modifier
points and destroyed. Sapient undead must succeed on a Will Chapter 7/Observation and Awareness (174)
save against a new challenge throw for Turn Undead or suffer
the same effect. On a failed save, the undead is frightened and driven from you
while they can observe you, for a number of minutes equal to
This is a magical feature. your Wisdom modifier (minimum 1 minute). On successful save,
Mastery: You can take this feat once, at a cost of 1 feat slot. the undead is frightened for the same duration.
Appendix B/Conditions (A8)
Enlarged Turning You can use this feat a number of times per day equal to your
When you unleash your animys power against undead, that Wisdom modifier (minimum three times). You regain all
power spreads farther. expended uses when you finish a long rest.
Prerequisites: Turn Undead ×1. This is a magical feature.
Mastery: You can take this feat three times. Each time you do
so, you can use it an additional number of times per day equal
to your Wisdom modifier (minimum three additional times per
day).
Feat Slot Cost 1 2 3
Times Taken 1 2 3
Mastery: You can take this feat six times, decreasing the penalty
Arcane Magic by a maximum of 18.
Channeling the power of arcane magic, arcanists tap into the Feat Slot Cost 1 2 3
raw energy of creation that permeates the inanimate stone, Times Taken 1–2 3–4 5–6
earth, water, and air of the world. Compared to animys and
druidas spells, arcane spells are more likely to produce dramatic
results, including the channeling of the most potent magical Arcane Specialization
energies. Your mastery of a single school of arcane magic leaves that
magic always ready to cast.
Two Modes of Magic Prerequisites: Spellcaster (arcane magic) ×1.
Unlike with animys and druidas magic, the ability to learn arcane Benefit: Choose a school of magic — abjuration, conjuration,
spells is governed by feats — Intuitive Arcana and Inscribed divination, enchantment, evocation, illusion, necromancy, or
Arcana. Intuitive Arcana allows a character to learn spells transmutation. You can focus an additional number of arcane
through direct study with another arcanist, or by observing a spells from that school of magic equal to your Intelligence
spell as it is cast. Inscribed Arcana allows an arcanist to learn modifier (minimum one spell).
spells from written sources, including scrolls and spellbooks.
Schools of Magic (328); Focused Spells (327)
Arcane spellcasting arose first in its instinctive form among the
Mastery: You can take this feat once, at a cost of 1 feat slot.
elves, who never conceived of attempting to physically record
their magic despite their reverence for art and literature. From
its earliest inception, arcane casting was an art learned and Armored Arcane Casting
mastered through intuition and observation, with spells passed Your focused training reduces your chance of arcane spell failure
from masters to apprentices. Only when arcane magic crossed while wearing armor.
into the human sphere was the art of spellcasting codified in Prerequisites: Spellcaster (arcane magic) ×1, Armor Training ×1.
written form, accelerating its spread among the other lineages
and cultures of the world. Chapter 9/Armor Feats (243)
Most arcanists start by taking either Intuitive Arcana or Inscribed Benefit: As long as you have taken the Armor Training feat for
Arcana, reflecting a specific approach to learning magic that any armor you wear or any shield you carry, the DC of the arcane
extends from their training or personal history with spellcasting. casting check for your armor and shield is reduced by 5.
Over time, many arcanists take the other feat to expand their Mastery: You can take this feat once, at a cost of 1 feat slot.
ability to learn new spells.
Inscribed Arcana
Arcane Magic Feats You have studied and mastered the written forms of arcane
spellcraft.
The feats in this section grant additional benefits and options to
a character who channels arcane magic. Prerequisites: Spellcaster (arcane magic) ×1.
Benefit: You can learn new spells that have been recorded in
Arcane Blood written form, including spells scribed in spellbooks and stored
Through diligence and training, you can overcome the as scrolls. You can also create spellbooks of your own so that
debilitating effects of the arcane power that is a part of you. other spellcasters with the Inscribed Arcana feat can learn from
Prerequisites: Eldritch Spirit (arcane) ×1. you.
Benefit: When you take the Spell Power (arcane) feat, the Mastery: You can take this feat once, at a cost of 1 feat slot.
Spelltouched Caster feat for an arcane spell, or the Invocation
Mastery feat, you reduce the penalty to your critical point Intuitive Arcana
maximum imposed by those feats by 3. Observation and intuition is the key to your mastery of arcane
Spell Power (323); Spelltouched Caster (381); Invocation
magic.
Mastery (385) Prerequisites: Spellcaster (arcane magic) ×1.
A character takes Spell Power (arcane) ×3 in the course of Benefit: You can learn new arcane spells by having another
learning to cast arcane spells. Those three feats incur a −3 spellcaster teach them to you, or by intuitively deducing the
penalty to her critical points, representing the toxic effects inner workings of a spell that you have observed being cast.
of arcane magic on the life force of living creatures. If the
Mastery: You can take this feat once, at a cost of 1 feat slot.
character takes Arcane Blood ×1, she reduces the penalty
to 0 until the next time she takes Spell Power (arcane).
If the penalty to your critical point maximum imposed by taking
Spell Power, Spelltouched Caster, or Invocation Mastery is less
than the 3 points Arcane Blood offsets, this feat offsets future
critical point loss when you subsequently take any of those feats.
Arcane Blood doesn’t negate or offset critical point damage or
a critical point penalty from any other source, and it can’t
increase your critical points.
You can use this feat a number of times per day equal to your
Arcane Specialist Feats Intelligence modifier (minimum three times). You regain all
expended uses when you finish a long rest.
The following feats allow an arcanist character to further focus
their magical insight into a single school of magic. Mastery: You can take this feat once, at a cost of 1 feat slot.
you, you also have advantage on the magic challenge throw for
the spell.
Necromancer’s Warding
Your familiarity with the energy of life and undeath lets you
Mastery: You can take this feat once, at a cost of 1 feat slot. resist and channel that energy.
Prerequisites: Arcane Specialization (necromancy) ×1, Spell
Evoker’s Armor Mastery (arcane) ×7.
Your connection to evocation magic strengthens your defenses
against it. Benefit: As a minor action, you gain resistance to necrotic
damage and radiant damage for 1 minute. You can use this feat
Prerequisites: Arcane Specialization (evocation) ×1, Spell a number of times per day equal to your Intelligence modifier
Mastery (arcane) ×4. (minimum three times). You regain all expended uses when you
Benefit: When you are targeted by an evocation spell, you can finish a long rest.
use a reaction to gain resistance to the damage type dealt by Appendix A/Immunity, Resistance, and Vulnerability (A3)
the effect for 1 minute, including against the triggering attack.
You can use this feat a number of times per day equal to your Mastery: You can take this feat once, at a cost of 1 feat slot.
Intelligence modifier (minimum three times). You regain all
expended uses when you finish a long rest. Necromancer’s Weal
Appendix A/Immunity, Resistance, and Vulnerability (A3) The resonant energy of renewal is made even more potent
when applied to you.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Prerequisites: Arcane Specialization (necromancy) ×1, Spell
Mastery (arcane) ×4.
Evoker’s Enmity
You channel even more destructive power into your evocation Benefit: Whenever you are the target of magic that restores hit
spells. points, you gain an additional number of hit points equal to your
Intelligence modifier.
Prerequisites: Arcane Specialization (evocation) ×1, Spell
Mastery (arcane) ×7. Mastery: You can take this feat once, at a cost of 1 feat slot.
Prerequisites: Arcane Specialization (illusion) ×1, Spell Mastery Mastery: You can take this feat once, at a cost of 1 feat slot.
(arcane) ×7.
Benefit: As long as you can observe the effect of an illusion
Transmuter’s Form
spell that you have cast, magic challenge throws for the spell are You are able to shrug off even the most potent transmutation
made with advantage. effects.
Mastery: You can take this feat once, at a cost of 1 feat slot. Prerequisites: Arcane Specialization (transmutation) ×1, Spell
Mastery (arcane) ×7.
Illusionist’s Sense Benefit: You automatically succeed on a saving throw against an
Your familiarity with illusion magic makes the illusions of others effect that would magically alter your form, including effects that
easy to spot. make you take the form of another creature or object, or that
make you petrified. You can use this feat a number of times per
Prerequisites: Arcane Specialization (illusion) ×1, Spell Mastery day equal to your Intelligence modifier (minimum three times).
(arcane) ×4. You regain all expended uses when you finish a long rest.
Benefit: When you perceive any illusion spell of your caster level Appendix B/Petrified (A10)
or lower, you automatically recognize it as an illusion, even
without interacting with it. Against other spells and nonspell Mastery: You can take this feat once, at a cost of 1 feat slot.
illusion effects, you have advantage on saving throws or skill
checks made to interact with or detect them, including
Perception checks made to locate invisible creatures.
Appendix A/Invisible (A5)
Mastery: You can take this feat once, at a cost of 1 feat slot.
Timeless Familiar
The magic that binds you to your familiar brings them back to
you after death.
Prerequisites: This feat can be taken only by a familiar.
Benefit: If your familiar dies, you can spend 1 week of downtime
in meditation to summon their spirit back into another creature
of the same kind, in a similar fashion to the reincarnate spell.
The renewed familiar finds their way to you within the following
week.
This is a magical feature.
Mastery: A familiar can take this feat once at a cost of 1 feat
slot.
The spells can be of any level you can cast, and you treat those
Druidas Magic spells as always focused. If you wish, one of the chosen spells
can be an arcane or animys spell, which you learn as a unique
Those who channel druidas power have long named themselves
druidas spell. When you cast an arcane spell learned in this way,
the druidan. They shape magic fueled by the latent energy that
you ignore any material components for the spell unless those
threads through all living things, from the greatest beasts to the
components have a gp cost.
smallest insects, from mighty trees to mere molds, and across all
the endless fields, forests, seas, and skies of the world. Mastery: You can take this feat three times. Each time you do,
you learn a new selection of creed spells.
Druidas magic predates the use of written language among the
humans clans where it first arose. Though the animys tradition Feat Slot Cost 1 2 3
splintered off from the druidas tradition millennia ago, those Times Taken 1 2 3
two spheres of magic share many similarities. Like animys magic,
druidas magic channels the power of protection and healing.
However, it also channels the destructive power of nature’s Empowered Creed
endless storms and most powerful predators. By channeling even more magic into your druidas creed, you
enhance that creed’s features.
Creed Spells
The strength of your druidas creed extends your spellcasting
prowess.
Prerequisites: Creed of Nature ×1.
Benefit: You learn a number of spells of your choice equal to
your Wisdom modifier (minimum three spells) that have a
thematic relationship to your creed, as determined in
consultation with the GM. You must spend 1 day per spell level
in meditation during a downtime rest to learn these spells, as
usual, but you spend only half the usual cost of reagents and
other materials consumed by the learning process.
Learning New Spells (324)
Shadow Creed
The shadow creed embodies a fascination with the unknown
and unknowable, and with the unseen powers that lurk beyond
the scope of the natural and preternatural world. Druidan of
shadow possess an unshakeable resolve, and are unafraid to
confront the mysteries that hide within the world or in the hearts
of creatures.
Stonelands Creed
The unyielding power and resilience of hill and mountain are the
province of the stonelands creed. Druidan of this creed are
often stoic and unshakable, forging deep connections to the
world’s most rugged terrain. They draw strength from the
endurance of stone, whether they use that strength to act as
steadfast allies or formidable foes.
Storm Creed
The storm creed channels the raw power of lightning and
thunder, and those who follow it embody the overwhelming and
unpredictable force of the storm. Many storm druidan are
inclined to impulsive action and confrontation, driving into
challenges and foes like a scouring gale.
Arthropod’s Web
Creed Feats You cast an unfurling web to hold a foe fast.
The following feats allow a character to hone their druidas
Prerequisites: Creed of Nature (arthropod) ×1.
magic through dedication to a specific aspect of nature.
Benefit: One creature within 30 feet of you is surrounded by
Custom Domain and Creed Feats sidebar (347)
sticky webbing that makes them restrained for 1 minute. A
Where a feat appears with only a cross-reference to another restrained creature can be freed as a standard action with a DC
section, that feat is relevant to creeds but has its full write-up in 15 Acrobatics/escape or Athletics/grab check, by themself or
that other section. any creature who can reach them.
Chapter 6/Athletics (112)
Air Jaunt Appendix B/Restrained (A11)
With little more than a thought, you take to the air. You can use this feat a number of times per day equal to your
Prerequisites: Creed of Nature (air) ×1 or Domain of Faith (air) Wisdom modifier (minimum three times). You regain all
×1. expended uses when you finish a long rest.
Benefit: As a minor action, you gain a flying speed equal to This is a magical feature.
your speed that lasts for 1 minute, and you have advantage on Mastery: You can take this feat once, at a cost of 1 feat slot.
Acrobatics checks to fly during that time. If you are in the air
when this effect ends and can’t continue to fly, whether using
this feat or by some other means, you fall.
Destructive Essence
Your ability to break the world around you is second to none.
Chapter 7/Other Speeds (167)
Domain Feats (347)
You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest. Destructive Strike
A surge of destructive energy fuels your attacks.
This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot. Domain Feats (347)
Prerequisites: Creed of Nature (air) ×1 or Domain of Faith (air) Prerequisites: Creed of Nature (dragon) ×1.
×1. Benefit: As a standard action, you unleash a draconic roar that
Benefit: As a minor action, you cause a flurry of wind to swirl leaves one creature within 30 feet hearing disoriented and
around you in a 30-foot radius sphere for 1 minute. The air wall frightened until the end of their next turn.
affects ranged attacks, granting a d6 boon on ranged attack Appendix B/Conditions (A8)
rolls made by allies in the area, and imposing a d6 bane on
You can use this feat a number of times per day equal to your
allies’ defense rolls against ranged attacks while in the area.
Wisdom modifier (minimum three times). You regain all
Chapter 5/Bonuses, Boons, and Advantage (39) expended uses when you finish a long rest.
You can use this feat a number of times per day equal to your This is a magical feature.
Wisdom modifier (minimum three times). You regain all Mastery: You can take this feat once, at a cost of 1 feat slot.
expended uses when you finish a long rest.
This is a magical feature. Dragon’s Defense
Mastery: You can take this feat once, at a cost of 1 feat slot. A sheen of scales across your skin protects you from harm.
Prerequisites: Creed of Nature (dragon) ×1.
Arthropod’s Sting Benefit: As a minor action, you gain a d8 boon on defense rolls
You lace your weapon attack with a poison sting. for 1 minute.
Prerequisites: Creed of Nature (arthropod) ×1.
Chapter 9/Defense (237)
Benefit: As a minor action, you magically infuse your weapon
You can use this feat a number of times per day equal to your
attacks with a debilitating venom for 1 minute. Any creature not
Wisdom modifier (minimum three times). You regain all
immune to poison who is hit by your weapon attack is weakened
expended uses when you finish a long rest.
until the end of their next turn.
This is a magical feature.
Appendix B/Weakened (A12)
Mastery: You can take this feat once, at a cost of 1 feat slot.
You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest. Earth Glide
You effortlessly pass through solid ground as you move.
This is a magical feature.
Prerequisites: Creed of Nature (earth) ×1 or Domain of Faith
Mastery: You can take this feat once, at a cost of 1 feat slot.
(earth) ×1.
Benefit: As a minor action, you gain a burrowing speed equal to This is a magical feature.
your speed that lasts for 1 minute, letting you move through Mastery: You can take this feat once, at a cost of 1 feat slot.
nonmagical earth and stone, but not metal. Your burrowing
leaves behind no tunnel or hole, preventing other creatures
from following you, but leaves signs of your passage where you Fiery Rebuke
enter and exit the ground. If you are within earth or stone when Enemies who challenge you feel the heat of your wrath.
this effect ends and can’t continue to burrow, whether using this Prerequisites: Creed of Nature (fire) ×1 or Domain of Faith (fire)
feat or by some other means, you are shunted to the nearest ×1.
open space and take 1d6 bludgeoning damage for each 5 feet
Benefit: When you are hit by an attack, you can use a reaction
moved.
to deal 1d6 fire damage to one enemy you can observe within
Chapter 7/Other Speeds (167) 30 feet of you.
You can use this feat a number of times per day equal to your You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest. expended uses when you finish a long rest.
This is a magical feature. This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot. Mastery: You can take this feat once, at a cost of 1 feat slot.
You can use this feat a number of times per day equal to your This is a magical feature.
Wisdom modifier (minimum three times). You regain all Mastery: You can take this feat once, at a cost of 1 feat slot.
expended uses when you finish a long rest.
This is a magical feature. Frostlands Resolve
Mastery: You can take this feat once, at a cost of 1 feat slot. You are inured to the unforgiving conditions of cold.
Prerequisites: Creed of Nature (frostlands) ×1.
Fellowship’s Respite Benefit: You and your equipment suffer no harm from being in
When you watch over an ally’s work, you let them make their a cold environment, down to −20 degrees F or −30 degrees C,
best effort. without having to make Endurance checks.
Prerequisites: Creed of Nature (fellowship) ×1. Chapter 7/Weather and Temperature (176)
Benefit: When an ally you can observe within 30 feet of you gets This is a magical feature.
a partial success or a failure on a skill check, you can use a
Mastery: You can take this feat once, at a cost of 1 feat slot.
reaction to let them turn the check into a success.
Chapter 6/Measuring Skill Success (104) Healing Grace
You can use this feat a number of times per day equal to your Your presence helps others restore bodily health and vigor.
Wisdom modifier (minimum three times). You regain all
Domain Feats (347)
expended uses when you finish a long rest.
This is a magical feature. You can use this feat a number of times per day equal to your
Mastery: You can take this feat once, at a cost of 1 feat slot. Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
Stonelands Strength This is a magical feature.
You channel defensive power when you lock yourself in place on Mastery: You can take this feat once, at a cost of 1 feat slot.
the battlefield.
Prerequisites: Creed of Nature (stonelands) ×1. Tidelands Wave
Benefit: As a free action, you gain a d10 boon on defense rolls A pulse of fast-moving water drives a creature away from you.
but are slowed for 1 minute. You can end this effect as a free Prerequisites: Creed of Nature (tidelands) ×1.
action. Benefit: When you are hit by a melee attack, you can use a
Appendix B/Slowed (A11) reaction to drive a wave of water against the attacker, pushing
them 5 feet in any direction. The space the creature moves
You can use this feat a number of times per day equal to your
through (including their starting and ending spaces) is covered
Wisdom modifier (minimum three times). You regain all
in water and becomes difficult terrain for 1 minute. The water
expended uses when you finish a long rest.
vanishes when this effect ends.
This is a magical feature.
Chapter 7/Difficult Terrain (168)
Mastery: You can take this feat once, at a cost of 1 feat slot.
You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
Stonelands Strike expended uses when you finish a long rest.
Sharpened stone lends you an edge in combat.
This is a magical feature.
Prerequisites: Creed of Nature (stonelands) ×1.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: As a minor action, you cause spikes of stone to erupt
from your weapons and ammunition when you attack. For 1
minute, each time you hit with a weapon attack, the attack deals
Tidelands Talent
an extra 1d6 slashing damage. You share your innate skill on the water with your allies.
You can use this feat a number of times per day equal to your Prerequisites: Creed of Nature (tidelands) ×1.
Wisdom modifier (minimum three times). You regain all Benefit: As a minor action, you grant yourself and each ally
expended uses when you finish a long rest. within 30 feet of you one of the following options:
This is a magical feature. • A d6 boon on Endurance/swim checks for 1 minute
Mastery: You can take this feat once, at a cost of 1 feat slot. • Advantage on one Endurance/swim check to determine the
success of a long-distance swim.
Storm Rush Chapter 6/Endurance (118)
A blast of storm wind obscures and protects you. You can use this feat a number of times per day equal to your
Prerequisites: Creed of Nature (storm) ×1. Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
Benefit: When you are hit by a melee attack, you can use a
reaction to surround yourself with swirling winds that grant you This is a magical feature.
concealment and impose disadvantage on ranged attacks made Mastery: You can take this feat once, at a cost of 1 feat slot.
against you, all until the end of your next turn.
Chapter 9/Concealment (306) Warrior’s Aid
You can use this feat a number of times per day equal to your Your magic lets an ally evade the most potent attacks.
Wisdom modifier (minimum three times). You regain all Domain Feats (347)
expended uses when you finish a long rest.
This is a magical feature. Warrior’s Will
Mastery: You can take this feat once, at a cost of 1 feat slot. You and a chosen target must join in battle.
Domain Feats (347)
Storm’s Course
A pulse of lightning carries with you as you move. Water’s Grace
Prerequisites: Creed of Nature (storm) ×1. Your magic lets you move with ease beneath the waves.
Benefit: As a minor action, you channel the power of lightning Prerequisites: Creed of Nature (water) ×1 or Domain of Faith
until the start of your next turn. When you move or shift (but not (water) ×1.
when you run), you can move freely through other creatures’
Benefit: As a minor action, you gain a swimming speed equal to
spaces, and can choose to deal 1d4 lightning damage to each
your speed that lasts for 1 minute.
creature whose space you move through for the first time.
Chapter 7/Other Speeds (167)
Chapter 9/Shifting (167)
Additionally, you can hold your breath for a number of minutes
equal to your Constitution modifier or your Wisdom modifier
Water’s Hold
Fast-flowing water hinders the movement of creatures around
you.
Prerequisites: Creed of Nature (water) ×1 or Domain of Faith
(water) ×1.
Benefit: As a minor action, you surround yourself with lashing
waves of water. Each creature within 10 feet of you who doesn’t
have a swimming speed is restrained until the start of your next
turn, and the area then becomes difficult terrain for 1 minute.
The water vanishes when this effect ends.
Chapter 7/Difficult Terrain (168)
Appendix B/Restrained (A11)
You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
This is a magical feature.
Woodlands Sense
Not even the canniest creature can elude your tracking abilities.
Prerequisites: Creed of Nature (woodlands) ×1.
Benefit: When you fail a Perception or Nature check to find or
follow tracks in a forest environment, you can automatically
succeed on the check. This doesn’t allow you to spot or follow a
trail that doesn’t exist, as of a creature under the effect of pass
without trace or who teleports away from a visible trail, but you
can confirm that such effects have caused a trail to vanish.
Chapter 6/Nature (131); Perception (134)
Magic Grimoire/Spells (ch. 1)
You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Woodlands Step
You channel nature’s power to tie two locations together.
Prerequisites: Creed of Nature (woodlands) ×1.
Benefit: While in a forest or other area of dense vegetation,
choose two areas on the ground that you can observe that are
each 5 feet in radius. As a standard action, you link the two areas
magically until the start of your next turn. Each creature who
steps into one area automatically teleports to the other area.
Appendix A/Teleportation (A7)
You can use this feat a number of times per day equal to your
Wisdom modifier (minimum three times). You regain all
expended uses when you finish a long rest.
This is a magical feature.
Mastery: You can take this feat once, at a cost of 1 feat slot.
After a chance encounter with an aranea who quickly flees, Mastery: You can take this feat once, at a cost of 1 feat slot.
a scout with the Wild Shape and Wondrous Shape feats can
take on the form of one of those creatures and use their Botanical Shape
melee attacks. However, because the character didn’t The magic of your wild shape extends through an even broader
observe the aranea use its web action or its innate magic, range of life.
the GM might rule that the scout can’t use those features
Prerequisites: Wild Shape ×1.
until further aranea encounters allow them to be observed.
Benefit: In addition to taking on animal forms, you can use your
Wild Shape Feats Wild Shape feat to adopt the form of any botanical who meets
the criteria for your use of that feat.
These feats allow a character to focus their druidas magic into Mastery: You can take this feat once, at a cost of 1 feat slot.
transformative power.
Draconic Shape
Determining Wild Shape Forms Your understanding and study of dragons allows you to take the
The range of creature forms available to a character with Wild Shape form of those greatest of creatures.
is determined by consultation between player and GM. The terms of
the feat require first-hand familiarity with a creature, meaning your Prerequisites: Skill Focus (Magic) ×4, Skill Focus
character must have encountered or studied a live specimen of the (Dungeoneering or Nature) ×4, Wild Shape ×1.
animal for a suitable length of time. Simply getting a fast glimpse of Chapter 6/Dungeoneering (115); Magic (128); Nature (131)
a creature, even close up, isn’t enough.
Benefit: In addition to taking on animal forms, you can use your
Over the course of a campaign, any creature you fully engage in a
Wild Shape feat to adopt the form of any dragon who meets the
combat or social encounter can be added to the list of creatures
criteria for your use of that feat.
available for your Wild Shape feat (assuming those creatures meet
the criteria for your use of the feat). You don’t need to defeat a Mastery: You can take this feat once, at a cost of 1 feat slot.
creature in combat, but you must have had a chance to fully assess
their form and abilities.
The magic of your wild shaping flows and expands, allowing you As a standard action, you can wild shape into the form of any
take on the forms of creatures of more varied sizes. animal of tier 0 for 1 hour, or can change back into your true
form. The form you choose for your wild shape must be an
Prerequisites: Wild Shape ×1. animal you are familiar with, typically because you encountered
Benefit: In addition to taking on the form of Small or smaller or studied a live specimen of the animal for an extended period.
animals, you can take on the form of Medium animals with your
Determining Wild Shape Forms sidebar
Wild Shape feat.
Creature Compendium/Tier
Mastery: You can take this feat three times, enabling you to
You can use this feat a number of times per day equal to your
take on the form of Medium, Large, and finally Huge animals
Wisdom modifier (minimum three times). You regain all
with your Wild Shape feat.
expended uses when you finish a long rest.
Feat Slot Cost 1 2 3
This is a magical feature.
Times Taken 1 2 3
Communication: While in your wild shape form, you can
communicate with other creatures of the same general type as
Hunter’s Strike that form, as if under the effect of the converse with animals
By channeling your druidas magic into your natural attacks, you spell. You can communicate using only the sounds and gestures
tear through your enemies with deadly fury. that an untrained animal can make, and can’t speak or sign a
language even in the form of an animal that can be trained to
Prerequisites: Skill Focus (Dungeoneering or Nature) ×4, Wild mimic speech or has exceptional physical deftness.
Shape ×1.
Magic Grimoire/Spells (ch. 1)
Benefit: While in your wild shape form, your natural attacks
count as magic weapons for the purpose of overcoming Preparation: This feat has requirements for the player in addition
damage resistance. to the character. For a character to use Wild Shape, a player
must have the wild shape form’s statistics block prepared ahead
Appendix A/Immunity, Resistance, and Vulnerability (A3) of time and ready to play.
Mastery: You can take this feat once, at a cost of 1 feat slot. Mastery: You can take this feat three times. Each time you do
so, you can use it an additional number of times per day equal
Intuitive Wild Shape to your Wisdom modifier (minimum three additional times per
Taking on a favored animal form is second nature to you. day).
Prerequisites: Wild Shape ×1. Feat Slot Cost 1 2 3
Benefit: At the end of a long rest, choose one creature whose Times Taken 1 2 3
form you can adopt with Wild Shape. Until the end of your next
long rest, transforming into that creature or back into your true
form is a minor action for you.
Wild Spell
You can draw on your spellcasting power even when in animal
Mastery: You can take this feat once, at a cost of 1 feat slot. form.
Prerequisites: Skill Focus (Magic) ×1, Wild Shape ×1.
Powerful Shape
Benefit: You can cast druidas spells while in wild shape form.
You channel the greater power of nature, letting you take on a
When you cast, you replace any lexis and somatic components
wider range of wild shape forms.
with sounds and gestures appropriate for the creature whose
Prerequisites: Wild Shape ×1. form you have taken, and ignoring any material components
Benefit: You increase the range of creature forms you can adopt except those with a gp cost.
using your Wild Shape feat. In addition to transforming into a Mastery: You can take this feat once, at a cost of 1 feat slot.
creature of tier 0, you can transform into a creature of tier 1.
Mastery: You can take this feat three times. Each time you do Wondrous Shape
so, you increase the tier of the creature forms you can adopt Your understanding of wondrous beasts lets you take on those
with your Wild Shape feat, to a maximum tier 3. creatures’ unusual forms.
Feat Slot Cost 1 2 3 Prerequisites: Skill Focus (Dungeoneering or Nature) ×4, Wild
Times Taken 1 2 3 Shape ×1.
Benefit: In addition to taking on animal forms, you can use your
Wild Shape Wild Shape feat to adopt the form of any wondrous beast who
meets the criteria for your use of that feat. If you take the form
The magic of nature flows in you, allowing you to assume the
of a wondrous beast who can use a language, you can use any
form of a resilient beast.
language you know as the wondrous beast would.
Prerequisites: Eldritch Spirit (druidas) ×1, Skill Focus (Nature)
Mastery: You can take this feat once, at a cost of 1 feat slot.
×1.
Benefit: You can turn yourself into a Small or smaller animal and
back again.
This ability functions as the alternative form special feature,
within the guidelines noted below.
Multiple Metamagic Effects You and the other caster must be within 30 feet of each other at
the time your spells are cast. The other caster must be a willing
You can apply multiple metamagic effects to a single spell, but participant in the collective casting process, and one of you
you must use a minor action to focus each effect, by converting must hold your turn so that both spells can be cast at the same
a standard or move action to a minor action, using an action time. You can’t cast a collective spell with more than one other
point, and so on. The cost of each metamagic effect is added to caster.
the spell’s cost.
You are the caster of the collective spell for the purpose of the
An arcanist of caster level 8 has the Distant Spell and spell’s point of origin, range, and so on. If both casters have the
Empowered Spell feats. By spending two minor actions, Collective Spell feat, you decide which of you is the caster of the
she can cast a distant empowered magic missile at a cost of collective spell, and that caster has advantage on any magic
8 spell points — 2 spell points for magic missile, 2 spell challenge throw or magic attack roll for the spell.
points for Distant Spell, and 4 spell points for Empowered
Spell. Chapter 9/Holding Your Turn (235)
You can use this feat when you and the other caster channel
Magic Grimoire/Spells (ch. 1)
different spheres of magic, but the spells you cast must be the
You can’t apply the same metamagic feat more than once to a same. An arcanist casting bestow curse can cast it as a collective
spell. spell with an animyst casting bestow curse, but an arcanist
casting lightning bolt can’t collectively cast it with a druidan
Effective Level casting call lightning.
The additional spell point cost of a metamagic spell can be Magic Grimoire/Spells (ch. 1)
thought of as raising the spell’s effective level, as represented
Each collective spell is cast at its default spell point cost. The
by its spell point cost. However, if a metamagic spell interacts
second caster uses a minor action to hold their turn, then cast at
with any effect that depends on spell level (for example, a dispel
the same time you cast your spell. You use a minor action to
magic or globe of invulnerability spell), you use the spell’s
focus this feat, which then applies to the next spell you cast
original level for determining the outcome.
before the end of your turn.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: When you cast a spell whose effect is an area, you can
Delayed Spell double that area of effect by casting the spell as an enlarged
By slowing a spell’s magical energy, you delay its activation until spell. Spells whose area is a cone, a line, or a sphere have the
just the right moment. dimensions of that area doubled, so that an enlarged fireball fills
Prerequisites: Spell Mastery ×4. a 40-foot-radius sphere, an enlarged lightning bolt fills a line 10
feet wide by 240 feet long, and an enlarged detect magic
Benefit: When you cast any spell, you can delay its activation for
increases its area to a 120-foot cone. Spells whose area is a
a number of rounds up to your caster level. All other choices for
number of cubes have that number doubled, so that an
the spell are made when it is cast, including its final range and
enlarged controlled image fills an area of two 10-foot cubes per
target or area. A targeted delayed spell stays with its target if
caster level.
they move, as long the target remains in the spell’s original
range. A delayed spell that affects an area is fixed to that area, Spell Area (331)
regardless of whether potential targets leave the area before An enlarged spell adds an additional 6 spell points to its cost.
the spell activates. You use a minor action to focus this feat, which then applies to
A delayed spell adds an additional 4 spell points to its cost. You the next spell you cast before the end of your turn.
use a minor action to focus this feat, which then applies to the Mastery: You can take this feat once, at a cost of 1 feat slot.
next spell you cast before the end of your turn.
Mastery: You can take this feat once, at a cost of 1 feat slot. Extended Spell
Your careful focus allows you to cast spells whose effects
Distant Spell endure.
Manipulating the flow of magic through a spell lets that magic
Prerequisites: Spell Mastery ×1.
reach across a greater distance.
Benefit: When you cast a spell whose duration is a number of
Prerequisites: Spell Mastery ×1. rounds, minutes, hours, and so on, you can double that duration
Benefit: When you cast a spell with a range measured in feet, by casting the spell as an extended spell. For example,
you can double that range by casting it as a distant spell. dominate animal has a duration of 1 hour per caster level, so an
A distant spell adds an additional 2 spell points to its cost. You extended dominate animal lasts for 2 hours per caster level. An
use a minor action to focus this feat, which then applies to the extended greater controlled image endures while the caster
next spell you cast before the end of your turn. concentrates, then continues for 2 rounds per caster level.
Mastery: You can take this feat once, at a cost of 1 feat slot. Duration (334)
Magic Grimoire/Spells (ch. 1)
Empowered Spell A spell whose duration is instantaneous, which lasts only while
You channel increased magical energy into the spells you cast. the caster concentrates, or which lasts until ended can’t be
affected by this feat.
Prerequisites: Spell Mastery ×4.
An extended spell adds an additional 2 spell points to its cost.
Benefit: When you cast a spell with any effects based on a You use a minor action to focus this feat, which then applies to
variable die roll, you increase those variable effects by one-half the next spell you cast before the end of your turn.
by casting the spell as an empowered spell. This can include
things such as damage dealt, hit points restored, a number of Mastery: You can take this feat once, at a cost of 1 feat slot.
objects or creatures conjured, or any other part of the spell that
calls for a random die roll. Heightened Spell
Magic missile deals 1d4 + 1 force damage per missile. A For select targets, your spells hit especially hard.
mage who casts an empowered magic missile rolls the Prerequisites: Spell Mastery ×4.
spell’s regular damage, then adds another one-half of the
Benefit: When you cast a spell that requires multiple creatures
damage (rounded down), so that a missile that deals the
to make saving throws, you can increase the spell’s power for
maximum 5 damage would deal an additional 2 damage.
some of those creatures by casting the spell as a heightened
The empowered magical missile doesn’t create extra
spell. Choose a number of targets of the spell up to your
missiles, however, since this is a fixed number based on
spellcasting modifier (minimum one). You have advantage on
caster level, not a number based on a die roll.
the magic challenge throw for each of those targets. You can
This feat has no effect on magic challenge throws or magic use this advantage on individual challenge throws, or on a
attack rolls made as part of casting the spell. group challenge throw for all the targets.
An empowered spell adds an additional 4 spell points to its Chapter 9/Challenge Throw (245)
cost. You use a minor action to focus this feat, which then
A heightened spell adds an additional 2 spell points to its cost.
applies to the next spell you cast before the end of your turn.
You use a minor action to focus this feat, which then applies to
Mastery: You can take this feat once, at a cost of 1 feat slot. the next spell you cast before the end of your turn.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Enlarged Spell
Through an additional channeling of eldritch power, your spell
spreads its power out.
Mitigated Spell
By controlling the flow of your magic, you protect certain
Prerequisites: Spell Mastery ×4. creatures from the full force of your spells.
Prerequisites: Spell Mastery ×4.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Thrown Spell
You can cast touch spells at range.
Prerequisites: Spell Mastery ×4.
Benefit: When you cast a spell that has a range of touch, you
can turn it into a ranged spell with a range of 30 feet by casting
it as a thrown spell. If the spell requires an attack roll, you make
a ranged magic attack.
A thrown spell adds an additional 4 spell points to its cost. You
use a minor action to focus this feat in the round in which you
apply it to a spell you cast before the end of your turn.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Rallying Presence
Your fearless nature bolsters your allies when they stay close to
your side.
Prerequisites: Driven Ethos ×1, Fearless ×1.
Chapter 9/Saving Throw Feats (248)
Benefit: As long as you are conscious, each ally within 30 feet of
you has advantage on saving throws against effects that would
make them frightened.
Appendix B/Frightened (A10)
Enchanting Spellsong
Spellsong Magic Your spellsong slips through creatures’ minds to leave them
Across the long history of the eldritch arts, countless traditions vulnerable to your allure.
of shaping and honing animys, arcane, and druidas power arose,
Prerequisites: Spellsong ×1.
evolved, and were perfected — only to be lost in the chaos of
war and conquest, or to fade away and be replaced by Benefit: When you use the Spellsong feat to cast an
seemingly more potent forms of the art. Spellsong magic is one enchantment spell, targets of the spell have disadvantage on
of the oldest of those spellcasting traditions, though it is far their saving throws.
from forgotten. Schools of Magic (328)
First practiced by human clans of the west, spellsong magic Mastery: You can take this feat once, at a cost of 1 feat slot.
allows a spellcaster to channel animys, arcane, or druidas power
through the lyric and melody of musical performance. The
nature of spellsong magic gives it a natural affinity to
Focusing Spellsong
performative spellcasting, illusion, and enchantment — The power of your spellsong lets a spell endure with minimal
especially when a caster attempts to conceal the use of concentration.
spellcraft. But spellsong magic can channel spell power of any Prerequisites: Spellcaster ×4, Spellsong ×1.
kind, including the destructive magic of war casters whose songs
Benefit: When you use the Spellsong feat to cast a
strike fear into the hearts of enemies who hear them.
concentration spell, you can concentrate on that spell as a free
action. If you use this feat while already concentrating on a
Spellsong Feats spellsong spell as a free action, the first spell ends.
The feats in this section allow a character to channel and shape Concentration Spells (334)
the power of spellsong magic.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: When you use the Spellsong feat to cast a spell that Prerequisites: Spellcaster ×1.
requires a saving throw and a target gets a clear failure on the Benefit: When you cast a spell, you can ignore its somatic
save, you can use a reaction to make that target frightened until component by expanding its lexis component into a magical
the start of your next turn. melody or rhythm that is sung or played aloud. A spell you cast
that doesn’t have a lexis component gains that component
Appendix B/Frightened (A10)
when you cast it with this feat.
Mastery: You can take this feat once, at a cost of 1 feat slot.
You can create a brief spellsong to cast a spell as a standard
action as usual, or you can work the spell into a musical
Distracting Spellsong performance, as you wish. If you work a spell into a
Your spellsong catches your foes’ attention, hindering their performance, it takes a successful DC 20 Investigation/insight or
ability to gain an edge in combat. Perception/listen check for a creature witnessing your
Prerequisites: Spellsong ×1. performance to realize that you are casting a spell.
Benefit: When you use the Spellsong feat to cast a spell, you A spell cast using this feat can’t make use of the Tacit Spell feat.
have advantage on defense rolls until the end of your turn, Tacit Spell (374)
including against opportunity attacks provoked by casting the
Mastery: You can take this feat once, at a cost of 1 feat slot.
spell.
Mastery: You can take this feat once, at a cost of 1 feat slot. Spellsong Performance
Your mastery of spellsong allows you to weave distracting magic
into your performance.
Prerequisites: Spellsong ×1.
Uplifting Spellsong
The song of your healing magic grants even greater restorative
power.
Prerequisites: Spellcaster ×4, Spellsong ×1.
Benefit: When you use the Spellsong feat to cast a spell that
restores critical or defense point damage, each creature
targeted by the spell also gains temporary hit points equal to
your caster level.
Mastery: You can take this feat once, at a cost of 1 feat slot.
If a manifestation that doesn’t deal damage has a duration, you Spellcasting Feats (322)
can increase or decrease its duration while decreasing or
increasing one of the manifestation’s other effects. For example, Focused Spelltouch
a manifestation that reflects detect thoughts might allow you to Your mastery of innate magic makes that magic more potent.
sense other creatures’ thoughts out to 120 feet but last for only
Prerequisites: Spelltouched Caster ×1.
1 minute per two caster levels, or could let you sense thoughts
only within a 30-foot cone for 2 minutes per caster level. Or you Benefit: Whenever you cast a spelltouched manifestation that
could cast a bless manifestation that granted a d8 boon for 1 requires a magic attack roll or a magic challenge throw, you
round per caster level. have a +1 bonus on those rolls.
If a manifestation that requires a magic attack roll or magic Mastery: You can take this feat nine times, increasing the bonus
challenge throw has a duration dependent on manifestation to a maximum +9.
level, you can double the duration by taking disadvantage on Feat Slot Cost 1 2 3
each attack roll or challenge throw. For example, a command
manifestation that imposes disadvantage on your magic Times Taken 1–3 4–6 7–9
challenge throw would last for 2 rounds per caster level.
Spelltouched Caster
Targets An intuitive connection to magic lets you shape that magic as a
If a manifestation has multiple targets and requires a magic reflection of a chosen spell.
challenge throw, you can focus on one target. You gain Prerequisites: Eldritch Spirit (chosen sphere of magic) ×1.
advantage on your challenge throw for that target, but have
disadvantage on each challenge throw for other targets. Benefit: Choose one spell of 6th level or lower from the chosen
sphere of magic. By using a number of feat slots equal to the
If a manifestation requires a magic challenge throw and has a spell’s level (1 feat slot for a 0-level spell), you can cast that spell
number of targets based on caster level, you can add additional as a spelltouched manifestation at a caster level equal to the
targets up to your spellcasting modifier by imposing spell’s level. You cast a manifestation of 1st level or higher a
disadvantage on each challenge throw. number of times per day equal to the ability modifier for your
sphere of magic (minimum three times), regaining all expended
Area uses when you finish a long rest. You cast a 0-level manifestation
A manifestation whose area is a sphere can instead be cast as a at will.
cone of twice the size as the sphere’s radius. A manifestation A character who channels animys magic takes Spelltouched
whose area is a cone can be cast as a sphere whose radius is half Caster (darkness), and can use the animys version of that
the cone’s size. spell three times per day. Darkness is a 3rd-level spell,
A manifestation whose area is a sphere or a cone can be cast as meaning that the character casts the spell at 3rd level to
a line that is 5 feet wide, and which is four times as long as the give it a duration of 30 minutes.
radius of the sphere or twice the length of the cone.
Magic Grimoire/Spells (ch. 1)
The spell you select when you take this feat becomes known to
you automatically. Except as noted in the Spelltouched Magic
section, casting a manifestation obeys all the same rules as
casting a spell.
Critical Points: Arcane magic is antithetical to life, and takes a
toll on those who learn to channel it. Each time you take
Spelltouched Caster for an arcane spell, you lose 1 critical point.
This critical point loss is permanent, but can be compensated
for by taking the Arcane Blood feat or the Toughness feat. You
don’t lose critical points when taking the Spelltouched Caster
feat for animys or druidas spells.
Arcane Magic Feats (355)
Chapter 9/Hit Point Feats (255)
Mastery: You can take this feat once for each chosen spell.
Spelltouched Caster has a special feat slot cost of 1 feat slot per
level of the chosen spell. Taking this feat for a 0-level spell costs
1 feat slot.
Feat Slot Cost 1 per spell level
Times Taken 1
Spell-Related Feats
Primordial Magic Feats that affect spellcasting, including metamagic feats, do not
Spell magic is the dominant form of magic in all areas of the function for invocations.
world, with the spellcasting arts having been shaped and
codified by thousands of years of study and practice. But in the
arcane sphere, spellcraft evolved from much older forms of
Spells From Magic Items
Though invocations resemble spells, knowing a specific
arcanism — primordial magic that shapes and channels raw
invocation grants you no knowledge of the spell it reflects, and
power, using the caster’s will and intent to define the manner in
no access to the arcane spell list as a spellcaster. Likewise, the
which magic manifests.
invocations you know don’t comprise any sort of personal
Primordial magic is the progenitor of arcane spellcasting, which arcane spell list. As such, you can’t use arcane spell-storing
tamed the wildness of arcane power by shaping magic into items such as scrolls, wands, and staffs innately. Taking the
standard, repeatable patterns and forms. But even though Stolen Invocation feat lets you use such items, or you can use
primordial magic has long been eclipsed by the spread of the Magic skill to attempt to activate those items in the same
spellcraft across the world, it has never been abandoned or manner as any other nonspellcasting character.
forgotten. For arcanists with a cultural or familial connection to
the older ways, or for those who seek a more personalized Chapter 6/Magic (128)
expression of power, the arcane magic that fuels formal
spellcraft can be channeled just as effectively by raw will alone. Learning Cantrips and Invocations
Invocations are a product of your conscious intent to shape your
Invocations primordial magic, and are learned automatically and innately. As
As a primordial arcane caster, you shape magic not as spells but they are a fixed product of your study of the eldritch arts, your
as invocations. Invocations are the older forms of magic from permanent invocations are a part of you — so that unlike with
which the first arcane spells were shaped and defined — spellcasting, you are limited in the number of invocations you
personal expressions of a caster’s will and intent, bearing a can permanently know. However, this is balanced by your ability
resemblance to the spells they would evolve into even as their to customize those invocations, and to cast them more often
form and function shifts with each casting. than most spellcasters can cast their spells.
As a caster of invocations, the baseline of your arcane power is When you take the Primordial Caster feat, you gain a number of
one or more cantrips, whose parameters you shape and hone to 0-level cantrip invocations. Each time you take the Invocation
customize their eldritch effects. To those cantrip invocations, Mastery feat, you gain one higher-level invocation, and you can
you add additional invocations reflecting other arcane spells as replace existing invocations you know with new invocations. The
your power grows. Invocations use all the rules for spellcasting number of higher-level invocations you permanently know is the
except as noted in this section. same as the number of times you’ve taken Invocation Mastery.
Each time you learn a new invocation (whether for the first time
Invocation Level and Invoker Level or because you are replacing an invocation you know), you must
spend 1 day per invocation level (minimum 1 day) in practice
An invocation has a level that is the same as the level of the
spell it reflects. Where a spell talks about caster level, you use and meditation during a downtime rest to master its magic. If
you know an invocation, replace it, then decide you’d like to
your invoker level instead. You increase your invoker level each
know it again, you must spend the same amount of time to learn
time you take the Invocation Mastery feat.
it once more.
Primordial Magic Feats (383)
The process of learning your invocations involves the use of
special components that are consumed during the process, and
Components which have a cost that varies with the level of the invocation.
Regardless of what components a spell has, invocations have This cost is half the cost of the components required for
only somatic components, though the gestures of those spellcasters to learn new spells. The types of components can
components are different than for the spells they reflect. The be personalized, but often include gems and crystals, rare herbs
only exception is spells with expensive material components. To and tinctures to be imbibed, pigments used to mark your body,
cast an invocation that reflects such a spell, you must have that and more.
component available or the invocation fails.
Learning New Spells (324)
Components (329)
Invocations Per Day
Attack Rolls and Challenge Throws Any of your cantrip invocations (the damage-dealing cantrips
Invocations use the same rules as spells for calculating the gained from the Primordial Caster feat and other cantrips
modifiers for magic attack rolls and magic challenge throws. gained from the Invocation Mastery feat) can be cast at will.
Your ability modifier for your invocations’ magic attack rolls and
Casting any other invocation requires the same amount of focus
magic challenge throws is Intelligence. Any lineage traits, magic
and a consistent flow of arcane power. You can cast a number of
items, or spells that increase or affect your magic attack rolls or
invocations per day equal to your invoker level or your
magic challenge throws apply to your invocations.
Intelligence modifier, whichever is higher, regardless of the level
Magic Attack Roll (335); Magic Challenge Throw (335) of those invocations. You regain all expended uses of your
invocations at the end of a long rest.
Range
For a spell that has a range measured in feet and that requires a
magic attack roll or a magic challenge throw, you can double
the range of an invocation reflecting that spell in exchange for
imposing disadvantage on each attack roll or challenge throw.
When you cast an invocation that has a range of touch, you can
turn it into a ranged invocation with a range of 30 feet. If the
spell requires an attack roll, you make a ranged magic attack
with disadvantage. If the spell is a beneficial spell, you must
succeed on a DC 15 Acrobatics/agility check to reach the target.
Duration
If an invocation that doesn’t deal damage has a duration, you
can increase or decrease its duration while decreasing or
increasing one of the invocation’s other effects. For example, an
invocation that reflects darkvision could grant darkvision out to
30 feet but last for 2 hours per caster level, or could grant
darkvision out to 120 feet for 1 hour per two caster levels. Or
you might cast a cat’s grace invocation that granted a d8 boon
for 1 round per caster level.
Magic Grimoire/Spells (ch. 1)
If an invocation that requires a magic attack roll or magic
challenge throw has a duration dependent on your invoker level,
you can double the duration by taking disadvantage on each
attack roll or challenge throw. For example, a flaming sphere
invocation that imposes disadvantage on each magic challenge
throw would last for 2 rounds per invoker level.
You can also swap out any of the cantrips you gained from the
Primordial Magic Feats Primordial Caster feat when you take this feat, replacing them
with other arcane cantrips.
The feats in this section allow a character to channel and shape
the primordial magic of raw arcane power. Critical Points: Arcane magic is antithetical to life, and takes a
toll on those who learn to channel it. Each time you take
Assailing Cantrip Invocation Mastery, you lose 1 critical point. This critical point
loss is permanent, but can be compensated for by taking the
Channeling your magic in melee lets you fuel the fury of your Arcane Blood feat or the Toughness feat.
attacks with primordial power.
Mastery: You can take this feat eighteen times, increasing your
Prerequisites: Primordial Caster ×1, Weapon Focus ×4. invoker level for primordial arcane magic to a maximum of 18th,
Chapter 9/Attack Feats (268) and increasing your number of invocations known to eighteen.
Benefit: When you hit with a weapon attack, you can use a Feat Slot Cost 1 2 3 4 5 6
minor action to channel your eldritch power into the attack. Times Taken 1–3 4–6 7–9 10–12 13–15 16–18
Choose any damage-dealing cantrip invocation you can cast
and add its damage and effects to the attack’s regular damage
and effects. Potent Cantrip
You hone your focus to strengthen your eldritch attacks.
If you make multiple attacks on your turn, you apply this feat
only to one hit of your choice on your turn. Prerequisites: Invocation Mastery ×4.
Mastery: You can take this feat once, at a cost of 1 feat slot. Benefit: You add your Intelligence modifier to the damage you
deal with any damage-dealing cantrip invocation.
Instinctive Invocation Mastery: You can take this feat once, at a cost of 1 feat slot.
Your mastery of invocation magic lets you shape your primordial
power with a mere thought. Primordial Caster
Prerequisites: Invocation Mastery ×7. Your ability to channel eldritch power lets you tap into the raw
flow of arcane magic.
Benefit: As a minor action, you can attempt a Magic/magical
lore check to cast an invocation that isn’t one you currently Prerequisites: Eldritch Spirit (arcane) ×1.
know. You base the invocation on any arcane cantrip or on any
Spellcasting Feats (322)
arcane spell whose level is no higher than your invoker level,
and which doesn’t deal damage. The DC to successfully invoke Benefit: This feat grants you the ability to channel arcane magic
your magic depends on the spell’s level. in its original primordial form. You have an invoker level of 0,
and you gain a number of cantrip invocations equal to your
Magic DC1 Intelligence modifier (minimum three). These invocations reflect
0 to 6th level 15 any arcane cantrips of your choice.
7th to 12th level 20
13th to 18th level 25
Primordial Caster represents only your initial point of access to
your eldritch power. You take other feats to gain access to
On a successful check, you can cast the invocation before the more-powerful master invocations and unique primordial magic
end of your turn, expending one use of your invocations as powers.
usual. On a clear failure, you can’t cast the invocation, but can Mastery: You can take this feat once, at a cost of 1 feat slot.
try again if you have another minor action. On a partial success,
you can choose to cast the invocation before the end of your
turn with some sort of complication, or can try again for a clear Seeking Cantrip
success if you have another minor action. Your cantrip invocations can seek out foes from farther away on
the battlefield.
Chapter 6/Measuring Skill Success (104)
Prerequisites: Primordial Caster ×1.
You can use this feat a number of times per day equal to your
Intelligence modifier (minimum three times). You regain all Benefit: Any cantrip invocation you cast with a range of 60 feet
expended uses when you finish a long rest. instead has a range of 120 feet.
Mastery: You can take this feat once, at a cost of 1 feat slot. Mastery: You can take this feat once, at a cost of 1 feat slot.
Benefit: You increase your invoker level by 1 and can learn a Benefit: You can cast arcane spells from magic items such as
new invocation. You can also learn additional new invocations scrolls, wands, and staffs as if you were an arcane spellcaster.
by dropping invocations previously gained from this feat. Any You use your invoker level as your caster level when using such
new invocations you learn can be based on any arcane cantrip items, treating spells cast in this way as invocations whose
or any arcane spell whose level is equal to or less than your effects can be modified in the same manner that you modify
invoker level. your known invocations.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Sweeping Cantrip
Your primordial power uncoils around your foe as it seeks new
targets.
Prerequisites: Primordial Caster ×1, Invocation Mastery ×4.
Benefit: When you deal damage to a creature with a cantrip
invocation, you can choose a number of other creatures equal to
your Intelligence modifier (minimum of three) within 10 feet of
the first creature. You treat each new target as if you had cast
the cantrip invocation against them, using your original magic
attack roll or magic challenge throw.
Mastery: You can take this feat once, at a cost of 1 feat slot.
Feat Index
In this index, a gray background indicates a feat that has a secondary appearance under a particular category, but whose main write-
up is in another category.
Spellcasting Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Eldritch Spirit — You channel the power of animys, arcane, 1 — — — — —
or druidas magic. 1 — — — — —
Eldritch Mastery Spellcaster (two or more spheres) ×1 Increase caster level by 1 for each sphere 1 2 3 — — —
of magic you channel. 1 2 3 — — —
Spellcaster Eldritch Spirit (chosen sphere) ×1 Gain caster level 0 and the ability to learn 1 — — — — —
spells. 1 — — — — —
Spell Mastery Spellcaster (chosen sphere) ×1 Increase your caster level and access 1 2 3 4 5 6
higher-level spells. 1–3 4–6 7–9 10–12 13–15 16–18
Spell Power Spellcaster (chosen sphere) ×1 Gain spell points with which to cast your 1 2 3 4 5 6
spells. 1–3 4–6 7–9 10–12 13–15 16–18
Spell Recovery Spell Power (any sphere) ×4 Recover 1 spell point at the end of a short 1 — — — — —
rest. 1 — — — — —
Domain Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Domain Spells Domain of Faith ×1 Choose three spells as domain spells, 1 2 3 — — —
which you learn automatically and treat as 1 2 3 — — —
always focused.
Empowered Domain Domain of Faith ×1 Increase the effectiveness of the magic of 1 — — — — —
your domain feats. 1 — — — — —
Air Jaunt Creed of Nature (air) ×1 or Domain of Gain a flying speed equal to your speed. 1 — — — — —
Faith (air) ×1 1 — — — — —
Air Wall Creed of Nature (air) ×1 or Domain of Winds in a 30-foot radius sphere affect 1 — — — — —
Faith (air) ×1 ranged attacks, granting a d6 boon on 1 — — — — —
allies’ attacks and imposing a d6 bane on
enemies’ defense rolls.
Animal Insight Domain of Faith (animal) ×1 Gain a d8 boon or advantage on 1 — — — — —
Nature/animal handling checks. 1 — — — — —
Animal Aggression Domain of Faith (animal) ×1 Grant animals within 30 feet a d4 boon or 1 — — — — —
bane on attack rolls. 1 — — — — —
Chaos Burst Domain of Faith (chaos) ×1 One creature within 10 feet takes 1d4 1 — — — — —
damage of a random type, which can 1 — — — — —
repeat on other targets.
Chaotic Mind Domain of Faith (chaos) ×1 End any effect asserting control over one 1 — — — — —
creature’s mind, body, or life force. 1 — — — — —
Death Touch Domain of Faith (death) ×1 Touch a dying creature to impose three 1 — — — — —
failed death saves on them. 1 — — — — —
Deathly Resurgence Domain of Faith (death) ×1 Gain temporary hit points when a creature 1 — — — — —
dies within 30 feet of you. 1 — — — — —
Destructive Essence Creed of Nature (destruction) ×1 or Gain a d8 boon on Athletics/slam checks. 1 — — — — —
Domain of Faith (destruction) ×1 1 — — — — —
Destructive Strike Creed of Nature (destruction) ×1 or Gain a d4 boon on attack rolls and combat 1 — — — — —
Domain of Faith (destruction) ×1 maneuver skill checks. 1 — — — — —
Earth Glide Creed of Nature (earth) ×1 or Domain of Gain a burrowing speed equal to your 1 — — — — —
Faith (earth) ×1 speed. 1 — — — — —
Earth Tremor Creed of Nature (earth) ×1 or Domain of One creature on the ground or floor within 1 — — — — —
Faith (earth) ×1 30 feet goes prone. 1 — — — — —
Evil Reply Domain of Faith (evil) ×1 When an enemy hits you with a melee 1 — — — — —
attack, use a reaction to make them 1 — — — — —
frightened.
Evil Reward Domain of Faith (evil) ×1 Deal an extra 2d4 necrotic damage when 1 — — — — —
you hit a creature who is dazed, 1 — — — — —
immobilized, restrained, slowed, stunned,
or weakened.
Fiery Rebuke Creed of Nature (fire) ×1 or Domain of When you are hit by an attack, use a 1 — — — — —
Faith (fire) ×1 reaction to deal 1d6 fire damage to one 1 — — — — —
enemy within 30 feet.
Fire Defense Creed of Nature (fire) ×1 or Domain of Gain resistance to fire damage. 1 — — — — —
Faith (fire) ×1 1 — — — — —
Goodly Endeavor Domain of Faith (good) ×1 Grant one ally within 30 feet a d4 boon on 1 — — — — —
skill checks, attack rolls, or challenge 1 — — — — —
throws.
Good Minded Domain of Faith (good) ×1 Understand, speak, sign, read, or write any 1 — — — — —
language of one creature within 30 feet. 1 — — — — —
Healing Grace Creed of Nature (healing) ×1 or Domain You and creatures who spend a short or 1 — — — — —
of Faith (healing) ×1 long rest within 30 feet of you have 1 — — — — —
advantage on Healing checks to restore
defense points.
Healing Touch Creed of Nature (healing) ×1 or Domain One willing creature you touch restores hit 1 — — — — —
of Faith (healing) ×1 points. 1 — — — — —
Hunter’s Heart Domain of Faith (hunter) ×1 Gain a d8 boon on attack rolls, combat 1 — — — — —
maneuver skill checks, and defense rolls 1 — — — — —
against a chosen creature.
Hunter’s Mind Domain of Faith (hunter) ×1 Gain an intuitive sense of the direction and 1 — — — — —
distance to a creature you know or have 1 — — — — —
observed within 1 day.
Knowledge Mystic Domain of Faith (knowledge) ×1 Treat a skill check to learn information or 1 — — — — —
lore as if you rolled a 20. 1 — — — — —
Knowledge Thief Domain of Faith (knowledge) ×1 Gain access to the surface thoughts and 1 — — — — —
impressions of one creature within 10 feet. 1 — — — — —
Law’s Discipline Domain of Faith (law) ×1 Cause one creature within 10 feet to be 1 — — — — —
weakened. 1 — — — — —
Law’s Truth Domain of Faith (law) ×1 Treat an Investigation check to determine 1 — — — — —
whether a creature is lying to you as if you 1 — — — — —
rolled a 20.
Luck’s Embrace Domain of Faith (luck) ×1 When an ally within 30 feet rolls a 1 on a 1 — — — — —
d20 roll, use a reaction to let them reroll. 1 — — — — —
Luck’s Favor Domain of Faith (luck) ×1 When making any die or dice roll, roll one 1 — — — — —
die twice and take the better result. 1 — — — — —
Magical Insight Domain of Faith (magic) ×1 Treat a Magic check to assess a magical 1 — — — — —
object or effect as if you rolled a 20. 1 — — — — —
Magical Mending Domain of Faith (magic) ×1 Touch a failing magic item to let it be 1 — — — — —
used, even if transferred to another 1 — — — — —
creature.
Nature’s Command Domain of Faith (nature) ×1 Make Nature/wild lore checks to influence 1 — — — — —
the behavior of mundane plants as if they 1 — — — — —
were creatures.
Nature’s Stalwart Domain of Faith (nature) ×1 You and each ally within 30 feet gain a d6 1 — — — — —
boon or advantage on Nature/survival 1 — — — — —
checks.
Protection Ward Creed of Nature (protection) ×1 or One willing creature you touch has a d8 1 — — — — —
Domain of Faith (protection) ×1 boon on saving throws. 1 — — — — —
Protective Panoply Creed of Nature (protection) ×1 or Touch a willing creature’s clothing or armor 1 — — — — —
Domain of Faith (protection) ×1 to grant the creature temporary hit points. 1 — — — — —
Strength for Burden Domain of Faith (strength) ×1 Your carrying capacity increases by 50 1 — — — — —
pounds. 1 — — — — —
Strength Surge Domain of Faith (strength) ×1 Gain a d6 boon on skill checks made using 1 — — — — —
Strength. 1 — — — — —
Sun’s Radiance Domain of Faith (sun) ×1 A magical light source you wield or wear 1 — — — — —
functions in magical darkness. 1 — — — — —
Sun’s Ward Domain of Faith (sun) ×1 When a creature within 30 feet hits with an 1 — — — — —
attack, use a reaction to make them dazed 1 — — — — —
and weakened.
Travel Free Domain of Faith (travel) ×1 You and allies within 30 feet ignore 1 — — — — —
mundane difficult terrain. 1 — — — — —
Traveler’s Jaunt Domain of Faith (travel) ×1 As a minor action, teleport to any open 1 — — — — —
space you previously occupied on your 1 — — — — —
current turn.
Trickster’s Spirit Domain of Faith (trickery) ×1 Gain a d6 boon on skill checks made using 1 — — — — —
Charisma. 1 — — — — —
Tricky Feint Domain of Faith (trickery) ×1 When you would be hit by an attack, use a 1 — — — — —
reaction to turn a clear hit to a partial hit, 1 — — — — —
or a partial hit to a miss.
Warrior’s Aid Creed of Nature (war) ×1 or Domain of When an ally within 30 feet is subject to a 1 — — — — —
Faith (war) ×1 critical hit, use a reaction to turn it into a 1 — — — — —
regular hit.
Warrior’s Will Creed of Nature (war) ×1 or Domain of A creature takes a d6 bane on attack rolls 1 — — — — —
Faith (war) ×1 and combat maneuver skill checks when 1 — — — — —
not attacking you, and you have a d6 boon
on attacks and combat maneuvers against
them.
Water’s Grace Creed of Nature (water) ×1 or Domain of You have a swimming speed equal to your 1 — — — — —
Faith (water) ×1 speed, can hold your breath for a number 1 — — — — —
of minutes equal to your Constitution or
Wisdom modifier, and can use Wisdom for
Endurance/subsist checks underwater.
Water’s Hold Creed of Nature (water) ×1 or Domain of Lashing waves cause each creature within 1 — — — — —
Faith (water) ×1 10 feet who doesn’t have a swimming 1 — — — — —
speed to be slowed.
Turning Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Combative Turning Turn Undead ×1 Undead you turn are forced to fight each 1 — — — — —
other. 1 — — — — —
Destructive Turning Skill Focus (Magic) ×7, Turn Undead ×1 Destroy undead who you turn. 1 — — — — —
1 — — — — —
Enlarged Turning Turn Undead ×1 Increase the range at which you can turn 1 2 3 — — —
undead. 1 2 3 — — —
Immobilized Turning Turn Undead ×1 Cause undead you turn to be frozen in 1 — — — — —
place. 1 — — — — —
Heightened Turning Turn Undead ×1 Increase the challenge throw modifier 1 2 3 — — —
when you turn undead. 1 2 3 — — —
Turn Undead Eldritch Spirit (animys) ×1, Skill Focus Cause undead creatures to flee from you. 1 2 3 — — —
(Magic) ×1 1 2 3 — — —
Diviner’s Fortune Arcane Specialization (divination) ×1, Roll less than 10 on a magic challenge 1 — — — — —
Spell Mastery (arcane) ×7 throw or magic attack roll for a spell, treat 1 — — — — —
it as a 10.
Diviner’s Senses Arcane Specialization (divination) ×1, Grant yourself a d6 boon on Investigation, 1 — — — — —
Spell Mastery (arcane) ×4 Perception, and divination-related checks 1 — — — — —
for 1 hour.
Enchanter’s Distraction Arcane Specialization (enchantment) ×1, Use a reaction to cloud a creature’s mind 1 — — — — —
Spell Mastery (arcane) ×7 and redirect their attacks. 1 — — — — —
Enchanter’s Encroachment Arcane Specialization (enchantment) ×1, Your enchantment spells are more 1 — — — — —
Spell Mastery (arcane) ×4 overwhelming to creatures close to you. 1 — — — — —
Evoker’s Armor Arcane Specialization (evocation) ×1, Targeted by an evocation spell, use a 1 — — — — —
Spell Mastery (arcane) ×4 reaction to gain resistance to its damage 1 — — — — —
type until the end of your next turn.
Evoker’s Enmity Arcane Specialization (evocation) ×1, Cast a damaging evocation spell, add your 1 — — — — —
Spell Mastery (arcane) ×7 caster level to the first damage roll. 1 — — — — —
Illusionist’s Focus Arcane Specialization (illusion) ×1, Spell If you can observe an illusion you cast, its 1 — — — — —
Mastery (arcane) ×7 magic challenge throws are made with 1 — — — — —
advantage.
Illusionist’s Sense Arcane Specialization (illusion) ×1, Spell Automatically recognize illusions or have 1 — — — — —
Mastery (arcane) ×4 advantage on saves and checks to interact 1 — — — — —
with them.
Necromancer’s Warding Arcane Specialization (necromancy) ×1, You have resistance to necrotic and radiant 1 — — — — —
Spell Mastery (arcane) ×7 damage. 1 — — — — —
Necromancer’s Weal Arcane Specialization (necromancy) ×1, When targeted by magic that restores hit 1 — — — — —
Spell Mastery (arcane) ×4 points, gain additional hit points equal to 1 — — — — —
your Intelligence modifier.
Transmuter’s Edge Arcane Specialization (transmutation) ×1, Cast a transmutation spell to affect a 1 — — — — —
Spell Mastery (arcane) ×4 second creature or an object twice the 1 — — — — —
volume.
Transmuter’s Form Arcane Specialization (transmutation) ×1, Automatically succeed on saving throws 1 — — — — —
Spell Mastery (arcane) ×7 against effects that alter your form. 1 — — — — —
Familiar Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Familiar Spellcaster (arcane) ×1 You imbue a loyal companion creature with 1 — — — — —
arcane power. 1 — — — — —
Familiar’s Touch Taken by familiar Transfer a touch spell to a familiar to be 1 — — — — —
delivered. 1 — — — — —
Mind Link Taken by familiar Feel your familiar’s emotional state and 1 — — — — —
connection to objects and locations. 1 — — — — —
Scry on Familiar Taken by familiar Scry on your familiar to see them and the 1 — — — — —
area around them. 1 — — — — —
Share Spells Taken by familiar Any spell you cast on yourself can affect 1 — — — — —
your familiar. 1 — — — — —
Telepathic Connection Taken by familiar You and your familiar communicated 1 — — — — —
telepathically at any range. 1 — — — — —
Timeless Familiar Taken by familiar If your familiar dies, you can summon their 1 — — — — —
spirit back into another creature of the 1 — — — — —
same kind.
Nature’s Armor Spell Mastery (druidas) ×4 Redirect attacks against you by animals 1 — — — — —
and botanicals. 1 — — — — —
Creed Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Air Jaunt Creed of Nature (air) ×1 or Domain of Gain a flying speed equal to your speed. 1 — — — — —
Faith (air) ×1 1 — — — — —
Air Wall Creed of Nature (air) ×1 or Domain of Winds in a 30-foot radius sphere affect 1 — — — — —
Faith (air) ×1 ranged attacks, granting a d6 boon on 1 — — — — —
allies’ attacks and imposing a d6 bane on
enemies’ defense rolls.
Arthropod’s Sting Creed of Nature (arthropod) ×1 You infuse your weapon with venom that 1 — — — — —
leaves targets weakened. 1 — — — — —
Arthropod’s Web Creed of Nature (arthropod) ×1 One creature within 30 feet is restrained by 1 — — — — —
sticking webbing. 1 — — — — —
Destructive Essence Creed of Nature (destruction) ×1 or Gain a d8 boon on Athletics/slam checks. 1 — — — — —
Domain of Faith (destruction) ×1 1 — — — — —
Destructive Strike Creed of Nature (destruction) ×1 or Gain a d4 boon on attack rolls and combat 1 — — — — —
Domain of Faith (destruction) ×1 maneuver skill checks. 1 — — — — —
Dragon’s Roar Creed of Nature (dragon) ×1 Unleash a roar that leaves one creature 1 — — — — —
within 30 feet hearing disoriented and 1 — — — — —
frightened.
Dragon’s Defense Creed of Nature (dragon) ×1 Gain a d8 boon on defense rolls. 1 — — — — —
1 — — — — —
Earth Glide Creed of Nature (earth) ×1 or Domain of Gain a burrowing speed equal to your 1 — — — — —
Faith (earth) ×1 speed. 1 — — — — —
Earth Tremor Creed of Nature (earth) ×1 or Domain of One creature on the ground or floor within 1 — — — — —
Faith (earth) ×1 30 feet goes prone. 1 — — — — —
Fellowship of Combat Creed of Nature (fellowship) ×1 When using combat assistance to aid an 1 — — — — —
ally’s attack, use a reaction to turn a partial 1 — — — — —
hit or miss into a clear hit.
Fellowship’s Respite Creed of Nature (fellowship) ×1 When an ally within 30 feet gets a partial 1 — — — — —
success or failure on a skill check, use a 1 — — — — —
reaction to turn it into a success.
Fiery Rebuke Creed of Nature (fire) ×1 or Domain of When you are hit by an attack, use a 1 — — — — —
Faith (fire) ×1 reaction to deal 1d6 fire damage to one 1 — — — — —
enemy within 30 feet.
Fire Defense Creed of Nature (fire) ×1 or Domain of Gain resistance to fire damage. 1 — — — — —
Faith (fire) ×1 1 — — — — —
Frostlands Strike Creed of Nature (frostlands) ×1 Your weapon attacks deal an extra 1d6 1 — — — — —
cold damage. 1 — — — — —
Frostlands Resolve Creed of Nature (frostlands) ×1 You and your equipment suffer no harm 1 — — — — —
from being in a cold environment. 1 — — — — —
Healing Grace Creed of Nature (healing) ×1 or Domain You and creatures who spend a short or 1 — — — — —
of Faith (healing) ×1 long rest within 30 feet of you have 1 — — — — —
advantage on Healing checks to restore
defense points.
Healing Touch Creed of Nature (healing) ×1 or Domain One willing creature you touch restores hit 1 — — — — —
of Faith (healing) ×1 points. 1 — — — — —
Mire’s Malaise Creed of Nature (mire) ×1 When you take damage from a melee 1 — — — — —
attack, use a reaction to make the attacker 1 — — — — —
slowed and weakened.
Mirebound Creed of Nature (mire) ×1 Turn the area within 30 feet into difficult 1 — — — — —
terrain. 1 — — — — —
Moons’ Shadow Creed of Nature (moons) ×1 When you are hit by an attack, use a 1 — — — — —
reaction to make the attacker disoriented 1 — — — — —
for one sense of your choice .
Moons’ Sense Creed of Nature (moons) ×1 Gain truesense special to a range of 30 1 — — — — —
feet. 1 — — — — —
Pestilence Bane Creed of Nature (pestilence) ×1 You and creatures who spend a long rest 1 — — — — —
within 30 feet of you have advantage on 1 — — — — —
saving throws against pestilence.
Pestilence Host Creed of Nature (pestilence) ×1 When you succeed on a saving throw 1 — — — — —
Woodlands Step Creed of Nature (woodlands) ×1 While in a forest, choose two areas on the 1 — — — — —
ground to link magically, letting creatures 1 — — — — —
teleport from one to the other.
Metamagic Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Collective Spell Spell Mastery ×4 Cast a more powerful spell in concert with 1 — — — — —
another caster. 1 — — — — —
Distant Spell Spell Mastery ×1 Double a spell’s range. 1 — — — — —
1 — — — — —
Empowered Spell Spell Mastery ×4 Increase the variable effects of a spell by 1 — — — — —
one-half. 1 — — — — —
Enlarged Spell Spell Mastery ×4 Double the area of a spell. 1 — — — — —
1 — — — — —
Extended Spell Spell Mastery ×1 Double the duration of a spell. 1 — — — — —
1 — — — — —
Heightened Spell Spell Mastery ×4 Gain advantage on a spell’s magic 1 — — — — —
challenge throw for certain targets. 1 — — — — —
Mitigated Spell Spell Mastery ×4 Select targets automatically succeed on 1 — — — — —
saving throws against a spell. 1 — — — — —
Piercing Spell Spell Mastery ×4 Targets of spell have resistance or 1 — — — — —
immunity to damage type reduced. 1 — — — — —
Quickened Spell Spell Mastery ×7 Cast a spell as a minor action. 1 — — — — —
1 — — — — —
Shared Spell Spell Mastery ×1 A spell that targets only you is cast as a 1 — — — — —
touch spell. 1 — — — — —
Stilled Spell Spell Mastery ×1 You cast a spell and ignore any somatic 1 — — — — —
component. 1 — — — — —
Subtle Spell Spell Mastery ×1 The target of your spell doesn’t sense your 1 — — — — —
magic. 1 — — — — —
Tacit Spell Spell Mastery ×1 You cast a spell and ignore any lexis 1 — — — — —
component. 1 — — — — —
Thrown Spell Spell Mastery ×4 Cast a touch spell at range. 1 — — — — —
1 — — — — —
Spellsong Feats
Feat Slot Cost
Feat Prerequisites Benefit Times Taken
Cacophonous Spellsong Spellcaster ×4, Spellsong ×1 A Spellsong spell that deals thunder 1 — — — — —
damage adds your caster level to the 1 — — — — —
damage.
Daunting Spellsong Spellsong ×1 When a target fails a save against your 1 — — — — —
Spellsong spell, use a reaction to make 1 — — — — —
them frightened.
Distracting Spellsong Spellsong ×1 Cast a Spellsong spell and have advantage 1 — — — — —
on defense rolls until the end of your turn. 1 — — — — —
Enchanting Spellsong Spellsong ×1 Targets have disadvantage on saving 1 — — — — —
throws against your Spellsong 1 — — — — —
enchantment spells.
Focusing Spellsong Spellcaster ×4, Spellsong ×1 Concentrate on a Spellsong concentration 1 — — — — —
spell as a free action. 1 — — — — —
Harmonious Spellsong Spellcaster ×7, Spellsong ×1 With another creature using Spellsong 1 — — — — —
within 30 feet, gain advantage on 1 — — — — —
challenge throws and attack rolls for a
Spellsong spell.
Spellsong Spellcaster ×1 Ignore a spell’s somatic components by 1 — — — — —
expanding its lexis component to song. 1 — — — — —
Spellsong Performance Spellsong ×1 When performing a Spellsong spell, gain 1 — — — — —
advantage on magic challenge throws or 1 — — — — —
magic attack rolls.
Uplifting Spellsong Spellcaster ×4, Spellsong ×1 Restore critical or defense point damage 1 — — — — —
with a Spellsong spell, each target gains 1 — — — — —
temporary hit points equal to your caster
level.
Natural and Magical Features natural features and innate magical features. However, they
don’t gain any spellcasting ability (which is acquired magic), and
Most of the special features that creatures possess derive can’t use any alternative form feature of the new creature.
entirely from their biology and form. Even when a creature has
The creature gains the type of their alternative form but retains
an attack, defense, or capability that appears to bend the laws
their original type, and is susceptible to effects that target any of
of nature, it remains a natural feature unless it is specifically
those types.
identified as a magical feature. This includes many of the
unusual natural features of creatures with a magical nature — for An aranea is a wondrous beast with the shapechanger
example, the breath weapons of dragons. Natural features can’t feature, allowing them to take the alternative form of a
be disrupted by effects that disrupt magic (including the dispel monstrous spider or a Small or Medium worldborn. In their
magic spell, an antimagic field, and so on), but magical features true form, the aranea isn’t susceptible to spells such as hold
can. person, which don’t affect wondrous beasts. But while in
their worldborn form, the aranea is affected by spells and
Magic Grimoire/Spells (ch. 1) other effects that target worldborn creatures.
Creature Compendium/Natural and Magical Features
Chapter 7/Creatures of the World (157)
Acquired and Innate Magic Creature Compendium
A creature in an alternative form can freely designate the new
The magical features available to characters are all acquired
form’s coloring, height, length, weight, body type, and minor
features, including spells, spelltouched manifestations,
features such as marks, scars, and tattoos. If the creature takes
primordial invocations, and the benefits bestowed by animys
on the guise of a specific creature or character, they have a d10
domains and druidas creeds. The special features and magical
boon on their Stealth/disguise check.
attacks of many of the world’s unusual creatures are innate
magical features — part of those creatures’ magical-biological A creature who increases their size when using alternative form
nature. or reverting to their true form must have sufficient space to do
so. If they don’t have sufficient space, they can’t transform.
Chapter 10/Spellcasting (320)
Innate magical features are more instinctive even than
spellcasting in its spelltouched or primordial forms. As such,
Alignment, Intellect, and Languages
A creature retains their own memories, personality, alignment,
using an innate magical feature doesn’t trigger opportunity
intellect, and languages while in alternative form. They continue
attacks, and a creature doesn’t need to make a Magic check to
to think as themself, even though their true intellect and
use an innate magical feature while distracted.
language capability might be constrained by the Intelligence,
Chapter 10/Casting While Distracted (337); Counterspell (339) knowledge, and physical features of the alternative form.
Innate magical features don’t function in areas where magic is An elf arcanist uses the alter self spell to transform into an
suppressed, and they can be dispelled by dispel magic. ankheg and burrow down into a buried desert ruin. In her
However, they can’t be disrupted with a counterspell. alternative form, she uses the ankheg stat block and loses
access to any of her own features. However, the ankheg
Common Special Features form retains the original character’s knowledge,
experience, languages, and intellect, so that the elf/ankheg
The following special features are common to many creatures in recognizes the other characters in her party, and can
the campaign world. A feature noted with “(M)” is always a understand and strategize with them. However, she can’t
magical feature. Features not so noted might be natural or speak or sign, since the ankheg lacks those capabilities,
magical for different creatures. and she might be limited by the ankheg’s Intelligence 1 in
her ability to process complex information given to her by
Alternative Form (M) her companions, as the player of the character and the GM
determine.
A creature with the alternative form magical feature can
suppress their original true form to assume the form of one or Creature Compendium
more different living creatures (any creatures except constructs
and undead). The new form granted by this feature is a full Alternative Form Adjustments
physical change, not an illusion, but a creature with truesense
Default stat blocks work well as alternative forms, since taking
can observe the true form of a creature transformed using
on an alternative form is often focused on broad stat block
alternative form.
features — the effect of creature size on stealth or intimidation,
Truesense (A7) a flying or swimming speed, a standout skill modifier, a deadly
Chapter 10/Living Creatures sidebar (333) natural attack, specific innate magic, and so forth. However,
• The target can turn their back to ignore a gaze attack, but has lasts until they hit with an attack, until they succeed on a combat
disadvantage as above and grants the gazing creature advantage maneuver skill check, or until the end of their turn. All other
on the same rolls against them. benefits of the invisibility end immediately.
Objects dropped or put down by an invisible creature become
Incorporeal (M) visible. Objects picked up by an invisible creature become
invisible when firmly held, and stay invisible if they are tucked
Creatures such as ghosts, specters, and wraiths are
into clothing or a pack. An invisible object that extends more
incorporeal — existing in the material realm, but having no
than 10 feet away from the creature (such as a trailing rope)
physical body. They can’t manipulate objects or exert any
becomes wholly visible.
physical force, though many have magical attacks that can be
directed against material creatures. A light source can become invisible, but its light continues to
glow. Another creature held or concealed by an invisible
Creature Compendium
creature remains visible, but a dead creature (treated as an
Because their attacks phase directly into a target’s body, object) becomes invisible.
incorporeal creatures have advantage on attack rolls against
Magic such as the see invisibility spell allows invisible creatures
material targets. Effects that protect a target with magical force
or objects to be observed. Creatures with clearsense or
negate this advantage, including ghost guard armor and spells
truesense ignore invisibility. A creature can’t use a gaze attack
such as force shield. Their lack of physical presence grants an
while invisible.
incorporeal creature resistance to damage from nonmagical
weapon attacks, mundane fire, and so forth, and grants them Clearsense (A2); Gaze Attacks (A4); Truesense (A7)
advantage on defense rolls and Reflex saving throws against Magic Grimoire/Spells (ch. 1)
attacks by material creatures. Effects that use magical force
negate this advantage, including ghost touch weapons and
spells such as magic missile.
Invisible
• An invisible creature can’t be observed with sight, including
Magic Grimoire/Spells (ch. 1) • Magic Items (ch. 2) darkvision.
• They have total concealment, imposing disadvantage on combat
An incorporeal creature can move through air, water, or solid
maneuver skill checks and attack rolls against them, and can’t be
matter in any direction, including up or down, and doesn’t fall or
targeted unless located.
take damage from falling. They don’t leave footprints, have no
• They have advantage on combat maneuver skill checks and attack
scent, and make no noise unless they wish to. An incorporeal
rolls against creatures who can’t observe them.
creature can move through other creatures and objects as if
• Clearsense, truesense, and see invisibility ignore invisibility.
they were difficult terrain but can’t see while inside solid matter,
and they take 5 (1d10) force damage if they end their turn inside
an object.
Chapter 7/Difficult Terrain (168) Locating Unobserved Creatures
To attack a creature who can’t be observed, including invisible
Incorporeal creatures and other creatures with total concealment, an attacker
must have some way to judge the creature’s location. This includes
• An incorporeal creature exists in the material realm but has no seeing their tracks in dirt or on a dusty floor, observing mist or
physical body and can’t manipulate objects. foliage shifting with their passage, hearing telltale sounds, catching
• They have advantage on attack rolls, defense rolls, and Reflex their scent (if the attacker has the scent special feature), and so on.
saves against material creatures.
Appendix A/Scent (A6)
• They have resistance to damage from nonmagical attacks and
effects. If the signs marking a creature with total concealment are clear, an
attacker can usually locate them automatically. Otherwise, it takes a
• They can move in any direction and pass through objects or
successful Perception check (a minor action) to locate the creature,
creatures as difficult terrain, but take 1d10 force damage if they
with a DC determined by the clues that reveal their presence. If a
end their turn inside an object.
creature is successfully located, an attacker treats them as if they
had concealment until the end of the attacker’s turn, attacking with
disadvantage on the attack roll.
Invisible (M) Player’s Guide/Skills (ch. 6)
An invisible creature or object can’t be observed with sight A creature with total concealment who doesn’t move or make any
(including darkvision). They have total concealment, imposing sound usually can’t be detected, but an attacker can try to guess
disadvantage on combat maneuver skill checks and attack rolls which space they’re in before attacking.
against them. They can’t be targeted by attacks unless the
attacker can locate them, and they have advantage on combat
maneuver skill checks and attack rolls against creatures who
Life Drain (M)
can’t observe them. Certain corrupting spells and fell creatures (especially undead)
can drain the life force of creatures by imposing life drain on
Locating Unobserved Creatures sidebar them. Each time a creature takes life drain, they suffer the
Any effect that turns a creature invisible usually turns their following effects:
clothing and any gear they carry invisible as well. A sighted • The creature is weakened until they finish a downtime rest.
invisible creature can see themself as a solid but translucent Weakened (A12)
presence.
If an invisible creature becomes visible on their turn, their
advantage on combat maneuver skill checks and attack rolls
don’t share the same language. If a creature doesn’t have a larger than the range of their tremorsense (for example, a
language, telepathy allows them to share their emotional state creature with 60-foot tremorsense standing close to a 70-foot
and to understand telepathic commands as the GM determines. deep chasm), that creature’s tremorsense can’t cross over the
Creatures in telepathic contact must sense each other’s mental gap.
communications, but can choose to ignore such Tremorsense can’t be used to detect flying or incorporeal
communications without responding. Telepathic creatures have creatures.
no access to each other’s thoughts unless they share those
thoughts intentionally.
Tremorsense
Unconscious creatures, creatures who move out of range, and • A creature with tremorsense can sense any movement within
creatures in a location where magic is suppressed can’t send or range, becoming automatically aware of creatures and objects on
receive telepathic messages. the same surface as them.
• A creature can hold still and make an Acrobatics/agility check
Telepathy opposed by Perception/spot to evade tremorsense.
• Tremorsense can’t cross over a gap in a surface larger than its
• A creature with telepathy can communicate through silent mental
range.
contact within one or more creatures within range.
• Telepathy is like speech if the telepathic creature and a contacted
creature both understand language. Otherwise, a creature’s
emotional state and telepathic commands can be shared.
Truesense (M)
Truesense is a magical feature that allows a creature to observe
and be aware of all things within a certain range, perceiving
Teleportation (M) those things as they actually are. A creature with truesense
ignores concealment and total concealment within their
Teleportation allows a creature to magically move from one
location to another location, without passing through the space truesense range, whether mundane (foliage, shadow, darkness,
between those locations. Spells and other magic can allow any and so forth) or magical (invisibility, magical darkness, the blur
creature to teleport, and some creatures can teleport using their and displacement spells, and so forth). They automatically know
own innate magic. the location of invisible creatures and objects within range, and
an invisible creature doesn’t gain advantage on combat
Teleportation usually can’t cross dimensional boundaries. Unless maneuver skill checks and attack rolls against a creature with
a teleportation effect says otherwise, you can’t teleport to truesense.
another dimensional realm or into extradimensional spaces like
that created by a rope trick spell. Some teleportation effects Magic Grimoire/Spells (ch. 1)
require you to observe your destination. Others allow A creature with truesense recognizes all illusions, as if
teleportation to any location you know because you’ve been automatically interacting with the illusion and succeeding on
there before, or any obvious location (for example, the other their Will save. They can observe creatures and objects in the
side of a door directly in front of you). The most powerful ethereal realm. They also perceive the true form of creatures
teleportation magic lets you reach locations you’ve never been and objects whose forms have been changed by magic,
to but know only by description. including creatures in alternative form from the polymorph spell,
Magic Grimoire/Spells (ch. 1)
the Wild Shape feat, a creature’s shapechanger trait, and so on.
The creature with truesense perceives another creature’s true
Teleportation fails in areas where magic is suppressed, but form as a translucent image over their apparent form.
teleportation can’t otherwise be blocked by any mundane or
magical barrier. Truesense doesn’t penetrate solid objects or extradimensional
spaces, and it doesn’t penetrate mundane disguises, spot
creatures who are hiding, or notice secret doors hidden by
Teleportation mundane means.
• A creature who teleports moves from one location to another
A creature with truesense isn’t immune to gaze attacks, but can
instantly, without passing through the space between locations.
usually avert their gaze from a creature with a gaze attack
• Teleportation usually can’t cross dimensional boundaries.
without suffering any consequences.
• A destination might need to be observed or known personally.
• Teleportation fails in areas where magic is suppressed, but can’t Ethereal (A4); Gaze Attacks (A4)
be blocked.
Truesense
Tremorsense • A creature with truesense can observe and is aware of everything
within range.
A creature with tremorsense can sense any movement within a
• They ignore concealment and know the location of invisible
specific range, making them automatically aware of moving
creatures, denying those creatures advantage on combat
creatures and objects in contact with the same surface as them maneuvers and attacks.
(open ground, a floor, a cliff face, a volume of water, and so
• They recognize illusions and can observe creatures and objects in
forth). Even subtle movements such as drawing a weapon, the ethereal realm.
looking around, whispering, and casting spells with only somatic
• They perceive the true form of creatures and objects whose forms
components can be detected with tremorsense. have been changed with magic, including creatures in alternative
By holding perfectly still, a creature can attempt to evade form.
another creature’s tremorsense, making an Acrobatics/agility • They can avoid gaze attacks without consequences.
check opposed by a Perception/spot check. If the surface
touched by a creature with tremorsense is interrupted by a gap
needs to make an easy Acrobatics check to climb a flight of The charmed condition can be ended by the dispel corruption,
stairs, with the DC increasing if she needs to do so quickly. freedom, greater restoration, and remove charm spells, and can
be suppressed by the calm emotions spell.
Creature Compendium
When any ability modifier penalty reaches −10, the effect can
become temporarily overwhelming, imposing a variety of other Disoriented
conditions: A disoriented creature loses their awareness of one or more
• A −10 penalty to Strength modifier imposes extreme specific senses. This produces different effects, depending on
limitations on a creature’s physical actions, leaving them the sense lost. In some cases, a creature is only partially affected
immobilized and prone. by losing a sense, as with a creature who loses their clearsense
• A −10 penalty to Dexterity modifier leaves a creature unable but can still use sight to observe around them. Unless otherwise
to physically react to the world around them. They are noted, an effect that causes a creature to be disoriented affects
stunned and prone. natural senses and magically bestowed senses alike.
• A −10 penalty to Constitution modifier occludes a creature’s The disoriented condition can be ended by the freedom, heal,
senses and stamina, leaving them disoriented for all senses heroes’ feast, restoration, greater restoration, or remove
and dazed. disorientation spells.
• A −10 penalty to Intelligence modifier overloads a creature’s
ability to think and react, leaving them unconscious.
• A −10 penalty to Wisdom modifier shuts down a creature’s
Clearsense
A creature who loses their clearsense is treated as follows:
instincts and purpose, making them dazed and able to take
actions only if another creature uses a standard action to give • They lose their instinctive awareness of their surroundings.
them directions. • Unless another sense allows them to observe their
• A −10 penalty to Charisma modifier consumes a creature’s surroundings, they are treated as sight disoriented.
sense of self and motivation. They act as though they are
constantly charmed by one or more random creatures nearby
(even if usually immune to the charmed condition), and they
Hearing
A creature who loses their sense of hearing is treated as follows:
willingly follow any suggestions that aren’t obviously harmful.
• They automatically fail at activities and skill checks that
Whenever an ability modifier penalty reaches −10, the effect it depend on hearing, such as receiving spoken information or
imposes remains until the penalty is reduced again to −9 or making Perception checks to listen.
better. An ability modifier penalty can’t exceed −10.
• They are distracted when casting any spell with a spoken lexis
component. This includes spells cast from schemas, scrolls,
Playing Penalties and talismans.
Ability modifier penalties reflect a temporary change in a creature’s Chapter 10/Casting While Distracted (337)
baseline physical and mental state. A penalty to an ability score
• They are unaffected by effects that depend on a target
produces a relative and short-term reduction in capacity and facility,
and doesn’t need to be played as a traumatic injury or an effect that
hearing the source of the effect.
turns a character into a different person. In particular, ability score
penalties should never be used to roleplay a character under the Scent
effect of any disability. A creature who loses their sense of scent is treated as follows:
• They lose their sense of smell and are unable to detect any
Charmed odors.
• They can’t use scent when making Dungeoneering,
A charmed creature has their mind affected by magic or other
Perception, Nature, and personal-group skill checks for
effects, causing them to lose some of their independence and
seeking or sensing.
ability to make decisions. They are treated as follows:
• The creature can’t attack or attempt to harm a creature who
charmed them, and can’t attempt to damage or end an
Sight
object or effect that charmed them. A creature who loses their sense of sight is treated as follows:
• The charmed creature has disadvantage on any skill check
they make to interact with a creature who charmed them.
• They automatically fail at activities usually based on vision, • The creature usually drops any objects they hold and goes
such as reading or making Perception checks to search or prone.
spot. • They can take only wholly mental actions, including casting
• They can’t observe anything around them unless another spells with no somatic or lexis component, or using magical
sense allows them to do so. features.
Chapter 7/Observation and Awareness (174) • They have a speed of 0 feet and can’t benefit from any bonus
to speed.
• They have disadvantage on attack rolls against creatures they
can’t observe, and can’t target creatures with attacks unless • They automatically fail Reflex saving throws.
they locate them. • They grant advantage on attacks made against them and use
their defense modifier in place of their defense rolls, ignoring
Appendix A/Locating Unobserved Creatures sidebar (A5)
any boons or banes.
• Attack rolls against them are made with advantage. Chapter 5/Bonuses, Boons, and Advantage (39)
• They are unaffected by effects that depend on a target seeing Chapter 9/Defense (237)
the source of the effect.
• Any hit against the creature is an automatic critical hit that
deals maximum damage.
Choosing to Be Disoriented Chapter 9/Critical Hits (292)
A creature can choose to be disoriented by blocking their
• A flying creature begins to fall unless they can float
sensory organs (wearing a covering over the eyes, stopping up
automatically. A creature who is swimming sinks unless they
the ears with wax, and so forth). Doing so can help protect the
can float automatically.
creature from effects that must be sensed (including gaze
attacks, a ghost’s frightful moan, and so forth), but the creature Chapter 7/Falling (177)
suffers all the effects of being disoriented until the end of their
The immobilized condition can be ended by the freedom, heal,
next turn, even if their sensory organs are subsequently cleared.
restoration, greater restoration, or remove immobilization spells.
A creature can’t become disoriented to gain a defensive benefit
on an enemy’s turn, then lose the penalties for being
disoriented before attacking on their own turn. Petrified
Creature Compendium A petrified creature has their body, clothing, and gear turned to
stone, taking on the qualities of a statue. They are treated as
Driven follows:
• The creature has no awareness, loses their usual statistics, and
A driven creature is forced to flee from an effect (most becomes an object.
commonly a spell, an object, or a creature) by the most direct
• Their weight is multiplied by a factor of 2 to 5, at the GM’s
route. They are treated as follows:
determination.
• On their turn, they must use at least one move action to move • They no longer have hit points and can’t be attacked as a
away from the effect they are driven from at full speed, and creature, but are subject to being damaged or destroyed like
can move twice if they wish. A driven target triggers other objects.
opportunity attacks for this movement. • They are no longer subject to effects that target creatures,
• The driven creature can take other actions, but can’t move but are subject to effects that target objects.
toward the effect they are driven from. • Because they are neither alive nor dead, the creature can’t be
• A creature who can’t move away from the effect that caused restored by raise dead or similar effects.
them to become driven is dazed until they can move. • Unless the effect that petrified them has a duration, a
The driven condition can be ended by the freedom or greater petrified creature can usually be returned to their original
restoration spells, or can be suppressed by the calm emotions state only by magic.
spell. • If a petrified creature cracks or breaks, the broken pieces of
their body can be joined together as they return to flesh,
A prone creature is treated as follows: • If a creature is slowed by multiple effects, their speed is
• They have disadvantage on combat maneuver skill checks and reduced for each effect.
attack rolls. • A slowed creature can’t shift or run. A creature whose speed
• A creature who is prone on the ground has advantage on is reduced below 1 foot by being slowed can’t move.
defense rolls if an attack comes from a greater distance than • If a creature is slowed while moving on their turn, their
the attacking creature’s space. If an attack comes from within movement ends immediately if they’ve already moved more
the same distance as the attacking creature’s space, the than their slowed speed.
prone creature has disadvantage on defense rolls. The slowed condition can be ended by the freedom, freedom of
A lizardfolk scout goes prone when attacked by a Large movement, heal, heroes’ feast, restoration, greater restoration,
hallaek warlord, and set upon by that giant’s Medium dwarf or lesser restoration spells.
followers. Against dwarves attacking with crossbows from
10 feet away (greater than their 5-foot space), being prone
makes the lizardfolk harder to see and grants advantage on Stunned
defense rolls. But against dwarves who move within 5 feet A stunned creature is conscious but can’t focus their actions.
for axe attacks, and against the hallaek’s mace attack from They are treated as follows:
10 feet away (the same distance as the giant’s space), being
• The creature usually drops any objects they hold and goes
prone only makes it harder for the lizardfolk to dodge,
prone.
granting disadvantage on defense rolls.
• They can take only free actions, and can’t take reactions.
• The creature can move only by crawling, or after spending Chapter 5/Actions (83)
movement to right themself based on their size: Small 5 feet,
Medium 10 feet, Large 15 feet, Huge 20 feet, Gargantuan 25 • They have a speed of 0 feet and can’t benefit from any bonus
feet, or Colossal 30 feet. (Tiny or smaller creatures can right to speed.
themselves without spending movement.) • They have disadvantage on defense rolls and saving throws.
Chapter 7/Crawling (167); Righting from Prone (168) • A flying creature begins to fall unless they can float
automatically. A creature who is swimming sinks unless they
The prone condition can be ended by the freedom or freedom can float automatically.
of movement spells.
The stunned condition can be ended by the freedom, heal,
Weakened
A weakened creature experiences effects that impact their
baseline ability to focus and act. They are treated as follows:
• The creature has a d4 bane on all d20 rolls (attack rolls,
defense rolls, saving throws, skill checks, challenge throws,
and initiative rolls).
Chapter 5/Bonuses, Boons, and Advantage (39)
• Each time a creature who is already weakened is weakened
again, the bane increases to d6, d8, d10, and finally d12.
A warrior with Raging Attack is slowed and weakened after
finishing a fight, taking a d4 bane to their d20 rolls for the
weakened condition. Before they can take a short rest to
recover, the warrior’s party is attacked by ghouls whose
stench causes the warrior to be weakened once more,
increasing the bane for being weakened to a d6.
• When a creature is weakened by multiple effects, the bane
decreases as those effects are eliminated.
A creature targeted by waves of fatigue is weakened for 1
minute per caster level, imposing a d4 bane. If that creature
is then hit by acid splash, they are weakened again until the
end of their next turn increasing the bane to a d6 for being
weakened twice. When acid splash ends, the bane
becomes a d4 again.
The weakened condition can be ended by the freedom, heal,
restoration, greater restoration, or lesser restoration spells.
Condition Effect
Ability Modifier • Penalty to any d20 roll tied to a specific ability score,
Petrified • Body, clothing, and gear turned to stone
Penalties whether a creature uses the score for that roll or not
• No awareness, no statistics
• GM-imposed effects if penalty reaches −5
• Treated as an object
• Dire effects if penalty reaches −10
• Ended by freedom, greater restoration, or remove
• Lasts until negated with downtime healing or magic
petrification
• Ended by freedom, heal, restoration, greater
Prone • Disadvantage on combat maneuver skill checks and
restoration, or lesser restoration
attack rolls
Charmed • Mind affected to lose some independence
• Creature on the ground has advantage on defense
• Can’t attack or harm a creature who charmed, or
rolls against attacks from farther away than an
damage or end an object or effect that charmed
attacker’s space, disadvantage on attacks from closer
• Disadvantage on skill checks with creature who
• Move only by crawling or first righting themself
charmed
• To right: Small 5 ft., Medium 10 ft., Large 15 ft., Huge
• Ended by dispel corruption, freedom, greater
20 ft., Gargantuan 25 ft., Colossal 30 ft.
restoration, or remove charm; suppressed by calm
• Ended by freedom or freedom of movement
emotions
Restrained • Speed 0 feet, and can’t benefit from any bonus to
Dazed • Disadvantage on defense rolls and saving throws
speed
• Take one action per turn
• Disadvantage on defense rolls and Reflex saves
• Can’t take reactions
• Make weapon attacks only with light weapons
• Ended by freedom, heal, heroes’ feast, restoration,
• Distracted if casting spells with somatic components
greater restoration, or lesser restoration
• Might be unable to cast spells with somatic
Disoriented • Activities or checks that depend on specific sense
components or make physical attacks
(clearsense, hearing, scent, sight) fail
• Flying creatures with wings fall, but creatures who fly
• Clearsense — Lose instinctive awareness of
with magic are held in place
surroundings, treated as sight disoriented unless
• Ended by freedom or freedom of movement
another sense allows observation
Slowed • Speed reduced by half for all movement modes,
• Hearing — Fail at activities that depend on hearing,
including magic
distracted when casting spells with spoken lexis
• Can’t shift or run
components, unaffected by effects that rely on
• Ended by freedom, freedom of movement, heal,
hearing the source
heroes’ feast, restoration, greater restoration, or
• Scent — Can’t detect any odors, cant use scent when
lesser restoration
make skill checks for seeking or sensing
Stunned • Usually drop objects and go prone
• Sight — Fail at activities that depend on vision, can’t
• Take only free actions, can’t take reactions
observe except with other senses, disadvantage on
• Speed 0 feet, and can’t benefit from any bonus to
attack rolls and can’t target creatures unless located
speed
first, attack rolls against are made with advantage,
• Disadvantage on defense rolls and saving throws
unaffected by effects that rely on seeing the source
• Flying creature falls, swimming creature holds breath
• Ended by freedom, heal, heroes’ feast, restoration,
• Ended by freedom, heal, restoration, or greater
greater restoration, or remove disorientation
restoration
Driven • Use at least one move action to move away from
Unconscious • Unaware of what goes on around them
effect
• Disadvantage on Perception checks
• Can’t move closer to effect
• Usually drop objects and go prone
• Dazed if movement is impossible
• Take no actions or reactions
• Ended by freedom or greater restoration;
• Fail Reflex saving throws
suppressed by calm emotions
• Speed 0 feet, and can’t benefit from any bonus to
Frightened • Disadvantage on skill checks, attack rolls, and
speed
challenge throws
• Grant advantage, use defense modifier instead of
• Can’t move any closer to effect
defense roll
• Ended by freedom, heroes’ feast, greater restoration,
• A hit against is an automatic critical hit dealing
or remove fear; suppressed by calm emotions
maximum damage
Immobilized • Usually drop objects and go prone
• Flying creature falls, swimming creature holds breath
• Take only mental actions
but sinks
• Speed 0
• Always considered willing for spells and other effects
• Fail Reflex saves
• Ended by freedom, heal, or greater restoration
• Grant advantage, use defense modifier in place of
Weakened • d4 bane on all d20 rolls
defense roll
• Bane die increases each time weakened
• A hit against is an automatic critical hit dealing
• Ended by freedom, heal, restoration, greater
maximum damage
restoration, or lesser restoration
• Flying creature falls, swimming creature sinks
• Ended by freedom, heal, restoration, greater
restoration, or remove immobilization
control of Kelist clans. But between seven hundred and five Ajaelthans share a sense of loyalty to their homeland and a
hundred years before the rise of the Lothelecan — the time of reverence for its myth and history.
the Steronus Empire and the Erian Empire, both centered in the
south of what is now Gracia — the cultures of the great six Names in Ajaelthan
nations had been firmly established and would continue to
The Ajaelthan language is an offshoot of the languages of
expand.
Nesana across the Leangnar Sea, but has absorbed a significant
amount of feel and grammar from the languages of the
Population and Demographics successive foreign empires that have ruled over these lands.
The peoples of the world are an extraordinary mosaic of lineages, Aahota Anqite Bektaten Eopei
and the population data recorded by centuries of Imperial surveys Ermeni Habibah Hafsah Sjatho
and by government census in the post-Imperial age are only rough Nebter Hendaqu Hentateh Horirem
reckonings of the folk who dwell in different lands. Sapient folk who
Houteoiri Katesch Kesi Khonsiri
amount to 1 percent or more of the general population are noted as
Lateef Maani Mafuane Maut
such, along with those peoples most commonly found in lesser
Messit Mitaten Nekhbet Nesmaut
numbers. But members of the other sapient lines can be found in
most regions, especially in major cities and trading hubs. Nitkiri Nitocris Nunnu Nunsas
Nubukha Omenthah Oseye Pasupti
Piaa Ramaa Sapta Sekhet
Nations and Cultures Sentantef Tanbast Thii Uatit
born of the Imperial peace of the Lothelecan, even as the these lands’ contemporary culture. All Kelists are nominally
memory of the nation’s post-Imperial political instability makes members of the nation’s civilian militia, and the rule of law on
many wary of militaristic ambition among their leaders. the islands is sacrosanct. At the same time, though, many Kelists
revere the past as a time of greater glory for their nation, and it
Names in Gracian is all too easy for some to lionize the war kings and their passion
for conquest. A sudden militaristic resurgence in the faith of the
The Gracian language is the distant heir of the Aigorani
old Kelist gods nearly brought the country to the brink of civil
languages first used by human tribes along the Leagin coast.
war some sixty years after the fall of the Lothelecan, and serves
Old Aigorani was the language of both the Steronus and Erian
as a warning to many of the need for Kelistae to break from its
Empires, and the complexity of modern Gracian owes much to
past in order to secure the future.
the territories and the clan languages those empires absorbed.
Adriani
Argiro
Agapi
Balalli
Alexouli
Danai
Angaliki
Dimitra
Names In Kelist
Eirini Eleonora Ganatou Glarakou
The Kelist language was shaped and defined on the isolated
Helaktra Isidora Kiriaki Kondatou
islands of Kelistae, and was largely untouched by the languages
of any empire. Though not an offshoot of Ilvani, it absorbed
Lagouli Lambralli Lambrea Levendi
elements of that language’s grammar and construction over
Magdalini Makrea Mallidi Maniatalli
long centuries, creating overt similarities in the tone and lyrical
Manto Moraitade Morea Nokoleh
qualities of both.
Palitea Panayiota Pavlina Periadi
Persefoni Poulou Savvina Speralla Aindriú Amhladh Beistean Bhodhsa
Taniala Tolide Varvara Vasiliide Carola Cathbharra Cináed Conaráin
Conn Dheóradha Dhrostain Domhnull
In the southlands, the freeholds’ reputation as harsh and lawless the country in tandem — and whose first act of political will
lands is vastly overstated, though Norgyr’s hardy folk do little to involved the annexation of the Norgyr territory now called
deny that reputation. The cities and towns of the holds cluster Reimari, during the collapse of unified rule in Norgyr. The
around the territory’s rich grasslands, fast-growing forests, and leading council members are the princes who rule each
countless mines, with the borderlands between freeholds province, but the king above them is largely ceremonial in their
marked and maintained by militias more than ready to fight to power, acting mostly as an arbiter for decisions on which the
defend them. Open conflict between freeholds has been council is deadlocked. Kings are appointed from among the
thankfully rare, however, and typically ends with would-be members of the council, and selected based on their impartiality
conqueror freelords broken by local alliances between and a proven ability in legal and political affairs.
neighboring freeholds or inevitably overthrown by the kin of Though they are no more inclined to entertain the worship of
conquered foes. the old gods than any other folk, the Vanyr hold a specific
cultural reverence for their ancestors, and attempt to honor the
Names in Norgyr figures of the past in all they do.
The Norgyr language grew out of the now-extinct Norgaran clan
languages that dominated the lands that are now the Norgyr Names in Vanyr
Freeholds for millennia. Though largely untouched by any The Vanyr language shares a root with the oldest progenitor
languages of empire, it has come to borrow subtle elements of languages of Kelist, but absorbed much from Orc and Ilvani over
its grammar from Dwarven over centuries of contact between its history. Its complex grammar marks it as distinct from any of
the original human and dwarf settlers of what are now the the other regional languages of the Elder Kingdoms, and many
Norgyr lands. folk find it difficult to learn.
Aaroy Ardran Auclan Berge
Aarni Alanteri Alvi Atte
Britt Bronsta Bryna Carlon
Fanni Heikkanen Huttunen Hyvonen
Elin Eskil Grona Gronda
Jasmiina Jenni Juhani Juvonen
Halena Hamre Hareide Hoflan
Kauppila Keskitalo Kimi Laine
Holen Ingvild Isberg Jesper
Leevi Leppala Leskinen Lonkala
John Jorid Kimwold Kopperul
Maaria Maija Maki Miika
Lotte Mathias Morstad Myrian
Mikkola Myllyla Naemi Nina
Pia Roan Ryen Rygga
Oiva Olavi Paasio Parviainen
Sivert Soren Tonje Torfinn
Peltonen Pukki Seema Simola
Tove Vegard Viste Wollen
Soini Suoma Verneri Vilja
Folk of all lineages are welcome in Yewnyr, but the endless piracy is still rare in the north, freebooters and adventurer fleets
expanse of twilight forest is an acquired taste for many. The are becoming more commonplace — with many gaining a
people who make their homes here are thus resolutely bonded reputation for taking on any assignment for the right price.
by their love of the sylvan forest, whose oldest yewn trees have
stood for more than a thousand years. Those who are born here Names in Dorlan
are at home in twilight and silence, and many have trouble
Dwargiir, Essar, and Norgyr are spoken across Dorlan, and
adapting to life outside the forest.
shape the names of the people of the islands.
Names in Yewnyr
Gracian is the language of Yewnyr where the free city stands
within the northwest corner of that nation. But a long history of
independence and a constant influx of population from across
the Elder Kingdoms and beyond gives the predominantly
Gracian names of the city a unique flavor.
Anaxis Aramaer Bhalanu Buvroc
Canul Corcila Efrosyni Faidon
Fenrel Geratou Haskay Inaren
Irsomnos Jesriah Jorona Kenvrol
Kloris Korina Marniel Mirche
Necaih Norxina Orthia Ourania
Parieth Phasidrus Raisa Riarvel
Rizussa Solana Stanon Theano
Tryphena Umabni Unarin Vasana
Vaso Virvozah Wardryn Zarides
Calendar
The calendar of the Elder Kingdoms is the calendar of the
Empire of the Lothelecan, still in use across the world even after
the Empire’s fall. Its twelve months are named for twelve great
heroes from across the world — Natriss, Bera, Rainis, Ilia, Yanda,
Una, Leathri, Garelan, Patalis, Tarcia, Verrist, and Ceron —
chosen by the calendar’s Imperial architects as a means of
making it amenable to the broadest range of cultures. (None of
those heroes hail from the Elder Kingdoms, as the calendar was
codified long before the late entrance of those lands into the
Imperial fold.)
Each twenty-eight-day month is divided into four weeks of seven
days. Days of the week are not named on the Imperial calendar,
but are given names according to the customs of individual
nations and cultures. The year is divided into four seasons of
three months each, with each season preceded by a week of
celebration known as the high season — High Winter (which has
eight days instead of seven), High Spring, High Summer, and
High Autumn. To account for the orbital eccentricity of the
world as it turns each year around the sun, every fourth year in
Isheridar is an intercalary year, adding another day to the week
of High Winter. Exceptions are the ‘round years’ evenly divisible
by 100, except when that year is also divisible by 400.
(The following Imperial calendar presents the days as the
characters reckon them alongside the days of the players’
Gregorian calendar for easy reference.)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
B e ra Jan
18
19 20 21 22 23 24 25 26 27 28 29 30 31
Feb
1
2 3 4 5 6 7 8 9 10 11 12 13 14
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
R a i ni s Feb
15
16 17 18 19 20 21 22 23 24 25 26 27 28
Mar
1
2 3 4 5 6 7 8 9 10 11 12 13 14
1 2 3 4 5 6 7
Mar
15
16 17 18 19 20 21 High Spring
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Ilia Mar
22
23 24 25 26 27 28 29 30 31
Apr
1
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Yan d a Apr
19
20 21 22 23 24 25 26 27 28 29 30
May
1
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Una May
17
18 19 20 21 22 23 24 25 26 27 28 29 30 31
Jun
1
2 3 4 5 6 7 8 9 10 11 12 13
1 2 3 4 5 6 7
Jun
14
15 16 17 18 19 20 High Summer
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Le a th ri Jun
21
22 23 24 25 26 27 28 29 30
Jul
1
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Gar e l an Jul
19
20 21 22 23 24 25 26 27 28 29 30 31
Aug
1
2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Pata l i s Aug
16
17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
Sep
1
2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7
Sep
13
14 15 16 17 18 19 High Autumn
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Ta rc i a Sep
20
21 22 23 24 25 26 27 28 29 30
Oct
1
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Verri s t Oct
18
19 20 21 22 23 24 25 26 27 28 29 30 31
Nov
1
2 3 4 5 6 7 8 9 10 11 12 13 14
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Ce ro n Nov
15
16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Dec
1
2 3 4 5 6 7 8 9 10 11 12