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Levels of ProficiencyEdit

Skills, Weapon groups, and Armor types all have Proficiencies that you can train in. There are three levels of training that a character may have: Untrained, Proficient, and Expert.

For each of your Proficiencies, your proficiency check modifier for that proficiency is equal to:

UntrainedEdit

All characters have a basic capacity to performed actions, due to their ability scores. If you are untrained in a skill, armor type or weapon group, you use your base ability modifier as your check modifier.

Certain weapons, armors, skill actions, and other actions are listed as trained only, or even expert only. If an action is listed as trained only or expert only, you grant advantage while attempting the action if you do not have training. If a weapon or armor is listed as trained only or expert only, you grant advantage while wielding that weapon or wearing that armor.

When you are Untrained, Training always grants you Proficiency.

ProficientEdit

Characters may gain training in one or more skills, armor types, or weapon groups.

Certain actions, weapons, and armor have the trained only property.

  • An action with the 'trained only' property may only be attempted as a stunt, and suffers a -5 penalty to your check result. While you attempt the stunt, you grant advantage.
  • A weapon with the 'trained only' property may not be effectively wielded by a character who is untrained in any of that weapon's weapon groups. A character may attempt to attack with such a weapon, but they may not perform opportunity attacks or gain advantage, and they grant advantage as long as they are wielding the weapon.
  • Armor may also have the 'trained only' property. A character wearing armor with this property that they are not proficient in grants advantage as long as they wear the armor, and may not gain advantage.

When you are Proficient in a skill, additional Training grants you Expertise.

ExpertEdit

Characters who are already Proficient in a skill, armor or weapon group may choose to gain Expertise in that skill or weapon group instead, when a feat or class feature would grant them Training. Expertise grants an additional +1 Expertise bonus to your check value, in addition to your +2 Training bonus.

  • When you make a skill check to perform an extended action using a skill you have Expertise in, you may choose to treat your check value for that extended action as if you had rolled a 10, instead of rolling. If there is no risk associated with failure, you may also choose to take ten times the normal amount of time required to perform an extended action to treat your check value for the extended action as if you had rolled a 20, instead of rolling.

Certain actions, weapons, and armor have the expert only property.

  • An action with the 'expert only' property may only be attempted as a stunt if you are trained, and suffers a -5 penalty to your check result. While you attempt the stunt, you grant advantage.
  • A weapon with the 'expert only' property may not be effectively wielded by a character who does not have Expertise in any of that weapon's weapon groups. A character may attempt to attack with such a weapon as a standard action, but they may not perform opportunity attacks or gain advantage, and they grant advantage as long as they are wielding the weapon.
  • Armor may also have the 'expert only' property. A character wearing armor they do not have Expertise in grants advantage as long as they wear the armor, and may not gain advantage.

Armor and ShieldsEdit

Armor is one of the most basic ways for your character to defend themselves from harm. There are two kinds of armor - light armor, which is flexible and doesn't encumber movement, and heavy armor, which offers better protection but at the cost of mobility.

Your Armor defense is equal to armor's base defense + your Proficiency with that armor type. Your light armor proficiency is based on your Dexterity, while your heavy armor proficiency is based on your Constitution. Most physical attacks, including basic melee and ranged attacks, target your Armor.

Light ArmorEdit

All light armor offers protection based on your Dexterity modifier. When wearing light armor, your armor defense is equal to the armor's base defense plus your light armor proficiency.

ClothEdit

Cloth armor offers no protection, but also causes no penalties, and does not require proficiency to wear. If you are not wearing any other form of armor, you are treated as if you were wearing cloth. There is no Proficiency requirement for cloth.

Cloth
ClothEdit

(unarmored)

Armor Defense:

Use Reflex defense

Check Penalty:

None

Speed Penalty:

None

LeatherEdit

Leather armor offers some protection against weapon attacks, but requires proficiency to gain any real defensive advantage from wearing it.

Leather
LeatherEdit

(light armor)

Armor Defense

10 + Light armor Proficiency (or 10 + Shield Proficiency if higher and wearing a shield).


Check Penalty

-2 to Acrobatics, Athletics, Endurance, Stealth and Thievery
(none with Proficiency).

Encumberance:

None

HideEdit

Hide armor offers slightly better protection than leather, but is somewhat heavy, imparting a slight penalty to certain skill checks. If you do not have proficiency in light armor, you grant advantage while wearing Hide, and cannot gain advantage.

Hide
HideEdit

(light armor - trained only)

Armor Defense

11 + Light armor Proficiency (or Shield Proficiency if higher and wearing a shield)


Check Penalty

-3 to Acrobatics, Athletics, Endurance, Stealth, and Thievery
(-1 with Proficiency, none with Expertise)

Speed Penalty:

None

Heavy ArmorEdit

All heavy armor offers protection based on your Constitution modifier. When wearing heavy armor, your armor defense is equal to your armor's base defense plus your heavy armor proficiency. All heavy armor imparts an encumberance penalty, reducing your character's speed and reflex by 1.

ChainEdit

Mail armor is made out of an interlocking weave of metal rings or small metal scales, providing good protection while somewhat encumbering the wearer. If you do not have proficiency in Mail armor, you grant advantage while wearing it, and may not gain advantage.

Chainmail is made out of an interlocking weave of metal rings, providing good protection while somewhat encumbering the wearer.

Chainmail
ChainmailEdit

(heavy armor)

Armor Defense

10 + Heavy armor Proficiency (or Shield Proficiency if higher and wearing a shield), and resistance to slashing attacks.


Check Penalty

-3 to Acrobatics, Arcana, Athletics, Endurance, Stealth, and Thievery
(-1 with Proficiency, none with Expertise)

Encumberance:

-1 penalty to Speed and Reflex

Scalemail is made out of an interlocking weave of small metal scales, providing good protection while somewhat encumbering the wearer. If you do not have proficiency in heavy armor, you grant advantage while wearing Scalemail, and may not gain advantage.

Scalemail
ScalemailEdit

(heavy armor - trained only)

Armor Defense

11 + Heavy armor Proficiency (or Shield Proficiency if higher and wearing a shield), and resistance to slashing attacks.


Check Penalty

-3 to Acrobatics, Athletics, Endurance, Stealth, and Thievery
(-1 with Proficiency, none with Expertise)

Encumberance:

-1 penalty to Speed and Reflex

PlateEdit

Plate armor is a rigid carapace of metal, providing excellent protection at the cost of fine dexterity and speed. If you do not have proficiency in Plate armor, you grant advantage while wearing it, and may not gain advantage. You must be proficient in Chain armor before you may gain training in Plate armor. Half plate is a rigid metal breastplate, girdle, shoulder guards, vambraces, gauntlets, and boots, providing excellent protection at the cost of fine dexterity and speed. If you do not have proficiency in heavy armor, you grant advantage while wearing half plate, and may not gain advantage.

Half Plate
Half PlateEdit

(heavy armor - trained only)

Armor Defense

12 + Heavy armor Proficiency (or Shield Proficiency if higher and wearing a shield), and resistance to slashing and bashing attacks.


Check Penalty

-4 to Acrobatics, Athletics, Endurance, Stealth, and Thievery
(-2 with Proficiency, -1 with Expertise)

Encumberance:

-1 penalty to Speed and Reflex

Fullplate is a rigid carapace of metal, providing excellent protection at the cost of fine dexterity and speed. If you do not have expertise in heavy armor, you grant advantage while wearing it, and may not gain advantage.

Full Plate
Full PlateEdit

(heavy armor - expert only)

Armor Defense

13 + Heavy armor Proficiency (or Shield Proficiency if higher and wearing a shield), and resistance to bashing and slashing attacks.


Check Penalty

-5 to Acrobatics, Athletics, Endurance, Stealth, and Thievery
(-3 with Proficiency, -2 with Expertise)

Encumberance:

-1 penalty to Speed and Reflex

ShieldsEdit

Shields may be worn with armor to further defend against attacks. Shields are a Proficiency based on your Strength ability modifier - if your Shields Proficiency is higher than your Armor Proficiency for the armor type you are wearing, you may add your Shield Proficiency modifier to your armor's base defense to determine your total Armor defense, instead of your Armor Proficiency modifier.

In addition, wearing a shield grants you cover vs. all attacks that target you, but incurs a penalty to your Acrobatics, Athletics, Endurance, Stealth and Thievery skills. This penalty is reduced by 3 if you are Proficient in shields, and further by your Expertise bonus if you have Expertise with shields. If the penalty would be reduced below 0, apply any further reductions to the shield's encumberance penalty.

Light ShieldEdit

Light Shields leave your off-hand free for non-weapon tasks, and grant you a +1 cover bonus while incurring a slight penalty to your Acrobatics, Athletics, Endurance, Stealth and Thievery skills. This penalty is reduced by 3 if you are Proficient in shields, and further by your Expertise bonus if you have Expertise with shields.

Light Shield
Light ShieldEdit

(shield - light)

Armor Defense

Armor's base + Shield Proficiency (if higher than Armor's Proficiency)

Cover Bonus:

+1 to Armor, Reflex and Fortitude


Check Penalty

-2 to Acrobatics, Athletics, Endurance, Stealth, and Thievery
(none with Proficiency)

Encumberance:

None

Heavy ShieldEdit

Heavy Shields require the use of the shield hand to support and direct the shield, but grant you a +2 cover bonus while incurring a significant penalty to your Acrobatics, Athletics, Endurance, Stealth and Thievery skills. This penalty is reduced by 2 if you are Proficient in shields, and further by 1 if you have Expertise with shields.

Heavy Shield
Heavy ShieldEdit

(shield - heavy / trained only)

Armor Defense

Armor's base + Shield Proficiency (if higher than Armor's Proficiency)

Cover Bonus:

+2 to Armor, Reflex and Fortitude

Check Penalty:

-4 to Acrobatics, Athletics, Endurance, Stealth, and Thievery
(-1 with Proficiency, none with Expertise)

Encumberance:

None

Tower ShieldEdit

Like heavy shields, tower shields require the use of the shield hand to support and direct the shield. Unlike light or heavy shields, however, tower shields are cumbersome and unwieldy, and cannot be quickly maneuvered. A tower shield grants you a +5 cover bonus to a single side (attacks passing through an adjacent arc 3). You may adjust which arc your tower shield is covering as an immediate interrupt whenever you are attacked, and may also adjust it whenever you move or shift.

Tower shields incur a severe penalty to your Acrobatics, Athletics, Endurance, Stealth and Thievery skills, and incur an encumberance penalty to your speed and reflex that stacks with any other encumberance penalty from armor or carried loads. The check penalty is reduced by 3 if you are Proficient in shields, and further by your Expertise bonus if you have Expertise with shields.


Tower Shield
Tower ShieldEdit

(shield - heavy / expert only)

Armor Defense

Armor's base + Shield Proficiency (if higher than Armor's Proficiency)

Cover Bonus:

+5 to Armor, Reflex and Fortitude to attacks passing through any space in an adjacent arc 3. You may change the shield's facing whenever you move or shift, or as an immediate interrupt whenever you are attacked.

Check Penalty:

-4 to Acrobatics, Arcana, Athletics, Endurance, Stealth, and Thievery
(-2 with Proficiency, -1 with Expertise)

Encumberance:

-1 penalty to Speed and Reflex

WeaponsEdit

Unless your character has access to magical powers, weapons are how you deal damage. There are many different kinds of melee and ranged weapons. While most weapons require some amount of training to use well, almost anyone can pick up a weapon and attempt to use it to deal damage to another creature.

Like all tools, weapons may be crafted as a masterwork or infused with magic to increase their damage and accuracy, and to give them additional magical properties. An enhanced weapon’s enhancement bonus is added to both the weapon’s attack and damage rolls.


Weapon GroupsEdit

Weapons are divided into 10 categories, called weapon groups. Each group requires a certain amount of training to use accurately; your training in a weapon group is called Proficiency. Like skills, having proficiency in a weapon group grants you a +3 proficiency modifier when wielding a weapon in that group. In addition to the 11 weapon categories, there are two unarmed proficiencies, which represent training in bare-handed attacks.

UnarmedEdit

Unarmed attacks deal damage at close range. If you are not wielding a weapon, you may still make a basic unarmed attack, which deals 1d4 bashing damage. Your Unarmed proficiency is based on the higher of your Strength or Dexterity. Some weapons, such as katars, use the same essential proficiency as unarmed attacks.


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Unarmed AttackEdit

(off-hand provoking unarmed attack)

Attack:

Unarmed vs. armor

(adjacent)


Hit:

1D4 bashing damage.


Katar
KatarEdit

(off-hand unarmed blade - trained only)

Attack:

blades +1 or unarmed +1 vs. armor

(adjacent)


Hit:

1d4 + [ melee damage bonus ] piercing or 1d6 + [ melee damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage.

GrapplingEdit

Characters with at least one arm free may attempt to grab and hold other creatures. Your Grappling proficiency is based on the higher of your Strength or Constitution. Some weapons, such as razor harnesses, use the same essential proficiency as grapple attacks.


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Grapple AttackEdit

(two-handed provoking unarmed attack)

Attack:

Grappling vs. higher of reflex or fortitude

(adjacent)


Hit:

The target becomes grabbed.

Light BladesEdit

Blades are small, one-handed melee weapons with a cutting edge. They are better suited for finesse than brute strength; your Blades attack modifier is based on the higher of your Strength or Dexterity. Some Blades can also be used as Thrown weapons.


Dagger
DaggerEdit

(off-hand thrown blade)

Attack:

blades +1 or thrown +1 vs. armor

(5/10 paces)


Hit:

1d4 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Katar
KatarEdit

(off-hand unarmed blade - trained only)

Attack:

blades +1 or unarmed +1 vs. armor

(adjacent)


Hit:

1d4 + [ melee damage bonus ] piercing or 1d6 + [ melee damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Shortsword
ShortswordEdit

(off-hand sword or blade - trained only)

Attack:

swords +1 or blades +1 vs. armor

(adjacent)


Hit:

1d6 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Rapier
RapierEdit

(one-handed blade - trained only)

Attack:

blades +2 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.

FlailsEdit

Flails are flexible melee weapons, typically consisting of a weighted tip connected to a handle by a rope or chain. Your flail proficiency is based on the higher of your Strength or Dexterity.


Whip
WhipEdit

(off-hand flail - trained only)

Attack:

flails +1 vs. armor

(reach 1)


Hit:

1d4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is knocked prone.


War Flail
War FlailEdit

(versatile flail)

Attack:

flails vs. armor

(adjacent)


Hit:

1d6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is knocked prone.


Grappling Hook
Grappling HookEdit

(off-hand thrown flail - trained only)

Attack:

flails or thrown vs. armor

(5/10 paces)


Hit:

1D4 + [ melee damage bonus ] piercing damage.
On a critical hit, the target is knocked prone.


Spiked Chain
Spiked ChainEdit

(two-handed flail - expert only)

Attack:

flails vs. armor

(reach 1)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target is knocked prone.

SwordsEdit

Swords are long, sharp bladed melee weapons that deal damage primarily through slashing attacks. Your Sword proficiency is always based on your Strength.


Shortsword
ShortswordEdit

(off-hand sword or blade - trained only)

Attack:

swords +1 or blades +1 vs. armor

(adjacent)


Hit:

1d6 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Broadsword
BroadswordEdit

(one-handed sword - trained only)

Attack:

swords +1 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Longsword
LongswordEdit

(versatile sword - trained only)

Attack:

swords +1 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Falchion
FalchionEdit

(versatile axe or sword - trained only)

Attack:

axes +1 or swords +1 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Bastard Sword
Bastard SwordEdit

(versatile sword - expert only)

Attack:

swords +1 vs. armor

(adjacent)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Greatsword
GreatswordEdit

(two-handed sword - trained only)

Attack:

swords +1 vs. armor

(adjacent)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Glaive
GlaiveEdit

(two-handed sword polearm - trained only)

Attack:

swords +1 or polearms +1 vs. armor

(reach 1)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

BludgeonsEdit

Bludgeons are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges, although some bludgeons are augmented with spikes to increase their damage. Your Bludgeon proficiency is always based on your Strength.


Rock
RockEdit

(off-hand thrown bludgeon)

Attack:

bludgeons or thrown vs. armor

(5/10 paces)


Hit:

1d4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.

Special:

This weapon may be used to represent any hand-sized object that could be picked up and used as a weapon.


Sap
SapEdit

(off-hand bludgeon)

Attack:

bludgeons vs. armor.
This weapon gains a +5 bonus vs. heavy armor.

(adjacent)


Hit:

1d4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Club
ClubEdit

(versatile bludgeon)

Attack:

bludgeons vs. armor

(adjacent)


Hit:

1d6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Mace
MaceEdit

(versatile bludgeon)

Attack:

bludgeons vs. armor.
This weapon gains a +5 bonus vs. heavy armor, and ignores resistance on a natural 20 attack roll.

(adjacent)


Hit:

1d8 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn and pushed 2 paces.


Morningstar
MorningstarEdit

(versatile bludgeon)

Attack:

bludgeons vs. armor.
This weapon gains a +5 bonus vs. heavy armor.

(adjacent)


Hit:

1d8 + [ melee damage bonus ] bashing and piercing damage.
On a critical hit, the target is dazed until the end of your next turn and begins bleeding 5 ongoing damage.


Quarterstaff
QuarterstaffEdit

(versatile bludgeon polearm)

Attack:

bludgeons or polearms vs. armor

(reach 1)


Hit:

1d6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is knocked prone.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

HammersEdit

Hammers are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges. Some Hammers can also be used as thrown weapons. Your Hammer proficiency is always based on your Strength.


Hand Hammer
Hand HammerEdit

(one-handed thrown hammer)

Attack:

hammers or thrown vs. armor

(2/5 paces)

Special:

This weapon gains a +5 bonus vs. heavy armor when used as a melee weapon, and ignores bashing resistance on a natural 20 attack roll.


Hit:

1D6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Warpick
WarpickEdit

(versatile hammer)

Attack:

hammers vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(adjacent)


Hit:

1d6 + [ melee damage bonus ] bashing and piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Warhammer
WarhammerEdit

(versatile hammer)

Attack:

hammers vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(adjacent)


Hit:

1d8 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is pushed 2 paces and knocked prone.


Maul
MaulEdit

(two-handed hammer)

Attack:

hammers vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(adjacent)


Hit:

1d10 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is pushed two paces and knocked prone.


Footman's Maul
Footman's MaulEdit

(two-handed polearm hammer - trained only)

Attack:

hammers or polearms vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(reach 1)


Hit:

1d10 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is pushed two paces and knocked prone.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

SpearsEdit

Spears are essentially light blade-like melee weapons affixed to the ends of poles, giving them a longer reach and better leverage for piercing armor. Your Spear proficiency is always based on your Strength.


Shortspear
ShortspearEdit

(versatile thrown spear)

Attack:

spears +1 or thrown +1 vs. armor

(5/10 paces)


Hit:

1d6 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Longspear
LongspearEdit

(versatile spear polearm)

Attack:

spears +1 or polearms +1 vs. armor

(reach 1)


Hit:

1d8 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.


Greatspear
GreatspearEdit

(two-handed spear polearm - trained only)

Attack:

spears or polearms vs. armor

(reach 1)


Hit:

1d10 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding ongoing 5 damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

PolearmsEdit

Polearms are essentially heavy blades, axes, spears or maces affixed to the ends of staves, giving those melee weapons a longer reach and more momentum. Your Polearm proficiency is always based on your Strength. If you are proficient in a particular polearm weapon, you may use the higher of your Polearms proficiency or your proficiency with the polearm’s other weapon group to determine your attack roll with that weapon.


Glaive
GlaiveEdit

(two-handed sword polearm - trained only)

Attack:

swords +1 or polearms +1 vs. armor

(reach 1)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Halberd
HalberdEdit

(two-handed axe polearm - trained only)

Attack:

Axes or Polearms vs. armor

(reach 1)


Hit:

1d12 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 10 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Quarterstaff
QuarterstaffEdit

(versatile bludgeon polearm)

Attack:

bludgeons or polearms vs. armor

(reach 1)


Hit:

1d6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is knocked prone.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Footman's Maul
Footman's MaulEdit

(two-handed polearm hammer - trained only)

Attack:

hammers or polearms vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(reach 1)


Hit:

1d10 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is pushed two paces and knocked prone.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Longspear
LongspearEdit

(versatile spear polearm)

Attack:

spears +1 or polearms +1 vs. armor

(reach 1)


Hit:

1d8 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Greatspear
GreatspearEdit

(two-handed spear polearm - trained only)

Attack:

spears or polearms vs. armor

(reach 1)


Hit:

1d10 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding ongoing 5 damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

Thrown WeaponsEdit

Thrown weapons are anything small enough or balanced enough to be picked up and thrown at an enemy. Some light melee weapons are also balanced to be used as thrown weapons. Your Thrown proficiency is based on your Dexterity, but uses your melee damage bonus rather than your ranged damage bonus to determine damage. Some weapons are thrown weapons and also fall under a different weapon group, such as spear or light blade; you always use your Thrown proficiency when using the weapon at range, and use the weapon's other proficiency when performing a melee attack with that weapon.


Rock
RockEdit

(off-hand thrown bludgeon)

Attack:

bludgeons or thrown vs. armor

(5/10 paces)


Hit:

1D4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.

Special:

This weapon may be used to represent any hand-sized object that could be picked up and used as a weapon.


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CaltropEdit

(off-hand thrown weapon - trained only)

Target:

A cone 2 area in front of you (Thrown - DC 10).


Hit:

The target area is filled with caltrops. Any creature that attempts to move through this area must make an Acrobatics or Endurance saving throw slowed and takes 1D4 piercing damage.

Miss:

The caltrops scatter into your own space, and spread out in a cone 2 pattern in a random direction (1d8 - north is 1).


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Tanglefoot BombEdit

(off-hand thrown bomb)

Attack:

Each creature in blast (thrown vs. reflex)

(blast 1 within 5/10 paces)


Hit:

The target is immobilized until they break free or escape.

Effect:

Each creature which moves through a space in the blast before the end of the encounter must make a hard Acrobatics check or be slowed until they break free or escape.

Slipgrease bomb

Glitterdust bomb

Thunderstone bomb

Acid bomb


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Smoke BombEdit

(off-hand thrown bomb)

Attack:

thrown - DC 10

(blast 2 within 5/10 paces)


Hit:

The area is filled with smoke, which grants partial concealment if line of sight passes through one to two spaces of smoke, or total concealment of line of sight passess through three or more spaces of smoke.

Miss:

The attack scatters 1d4 paces in a random direction for every 5 points that your check result missed the difficulty by - roll 1d8 to determine direction.


Grappling Hook
Grappling HookEdit

(off-hand thrown flail - trained only)

Attack:

flails or thrown vs. armor

(5/10 paces)


Hit:

1D4 + [ melee damage bonus ] piercing damage.
On a critical hit, the target is knocked prone.


Dart
DartEdit

(off-hand swift thrown weapon - trained only)

Attack:

thrown +1 vs. armor

(7/15 paces)


Hit:

1D4 + [ melee damage bonus ] piercing damage.


Dagger
DaggerEdit

(off-hand thrown blade)

Attack:

blades +1 or thrown +1 vs. armor

(5/10 paces)


Hit:

1d4 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


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SlingEdit

(one-handed thrown weapon)

Attack:

thrown +1 vs. armor

(12/25 paces)

Special:

The Sling uses rocks or bombs as ammunition, and may be loaded as an immediate action.

Hit:

1D4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Hand Hammer
Hand HammerEdit

(one-handed thrown hammer)

Attack:

hammers or thrown vs. armor

(2/5 paces)

Special:

This weapon gains a +5 bonus vs. heavy armor when used as a melee weapon, and ignores bashing resistance on a natural 20 attack roll.


Hit:

1D6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Shortspear
ShortspearEdit

(versatile thrown spear)

Attack:

spears +1 or thrown +1 vs. armor

(5/10 paces)


Hit:

1d6 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


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AtlatlEdit

(versatile thrown weapon - trained only)

Attack:

thrown +1 vs. armor

(10/20 paces)

Special:

The atlatl uses shortspears as ammunition, and may be loaded as an immediate action.

Hit:

1D8 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.

BowsEdit

Bows are ranged weapons that use a flexing wooden shaft and taut string to fire arrows into a target at great speed. Your Bow proficiency is always use your Dexterity.


Shortbow
ShortbowEdit

(two-handed load free bow - trained only)

Attack:

bows +1 vs. armor

(15/30 paces)


Hit:
(Bodkin)

1d6 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Hit:
(Broadhead)

1d8 + [ ranged damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage if unarmored or in light armor.


Special:

Small characters may use a shortbow without penalty, even though it is a two-handed weapon.


Longbow
LongbowEdit

(two-handed load free bow - trained only)

Attack:

bows +1 vs. armor

(20/40 paces)


Hit:
(Bodkin)

1d8 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Hit:
(Broadhead)

1d10 + [ ranged damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage if unarmored or in light armor.


Greatbow
GreatbowEdit

(two-handed load free bow - expert only)

Attack:

bows +1 vs. armor

(25/50 paces)


Hit:

1d10 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Hit:
(Broadhead)

1d12 + [ ranged damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage if unarmored or in light armor.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

CrossbowsEdit

Crossbows are ranged weapons that use tension to fire a small sharpened bolt into a target at great speed. Crossbows are simpler to learn to use than bows, but typically take more effort to reload and deliver their projectiles with slightly less force and accuracy. Crossbows always use your Dexterity modifier to determine attack rolls.


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Hand CrossbowEdit

(off-hand load immediate crossbow weapon)

Attack:

crossbows +1 vs. armor

(10/20 paces)


Hit:

1D6 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


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Light CrossbowEdit

(versatile load immediate crossbow weapon)

Attack:

crossbows +1 vs. armor (one-handed: crossbows +0 vs. armor)

(15/30 paces)


Hit:

1D8 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


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Heavy CrossbowEdit

(two-handed load move crossbow weapon)

Attack:

crossbows +1 vs. armor

(20/40 paces)


Hit:

1D10 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


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Repeating CrossbowEdit

(two-handed swift crossbow weapon)

Attack:

crossbows +1 vs. armor

(15/30 paces)


Hit:

1D6 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.

Special:

Reloading is a standard action which loads 8 bolts at once.

SkillsEdit

Skills are more specific abilities that your character can learn. All characters in this game share 18 broad skills, which determine your success at most actions outside of combat, and many actions within combat. Each skill uses a proficiency check modifier dependent on an ability base (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). Certain actions may be performed by any character (trained or no), while other actions may only be performed by trained characters.

Strength SkillsEdit

AthleticsEdit

Athletics is used when running, jumping, climbing, swimming, or performing feats of strength. Your Athletics Proficiency is based on your Strength. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.  

Break FreeEdit

(at-will move actionbasic skill saving throw )

 

Check:

Athletics vs. restraint’s difficulty, or the original attack check value if grabbed

 
 

Success

You break the grapple or restraint.

Failure

You are still restrained.

CarryEdit

(at-will standard actionprovoking skill stance )

 

Target:

one object whose weight is more than 5 times your Strength score
(Athletics vs. 10, +5 if its weight is more than 10 x your Strength score).

 
 |-

Effect:

You may lift and carry the item. Your total carrying capacity is based on your Strength score; a medium humanoid may carry a total amount of gear equal to its Strength score x2 without appreciable penalties. Beyond this, you are Encumbered, suffering a -1 penalty to your Reflex and Speed, up to a maximum weight equal to your Strength score x5. Above this weight, you are slowed and grant advantage, and must make an Endurance check each turn or suffer 1d6 fatigue damage.

ClimbEdit

(at-will move actionprovoking skill stance )

 

Target:

one adjacent surface (Athletics - no difficulty number).
Handholds, a slippery surface or other circumstances may provide a modifier to this roll.

 
 |-

Effect:

You grant advantage to all enemies until the start of your next turn. Divide the check result by 5; you may climb this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your grip and fall.

Feat of StrengthEdit

(at-will standard actionbasic skill stunt )

 

Target:

varies (Athletics vs. difficulty determined by the Game Master).

 
 |-

Effect:

Describe to the GM the action you want to perform, then make your Athletics check.

Success

You succeed at the desired action.

Failure

You do not accomplish anything noticeable.

JumpEdit

(at-will move actionbasic skill utility )

 

Target:

One destination square within a number of paces equal to your speed
(Athletics vs. 10, +5 per space that you leap over).

Special

You gain a +2 bonus to your roll for each space that you moved through this turn before making the jump, but may not abort the jump if you moved more than 3 paces.

 
 

Success

You land in the targeted square.

Failure

You may choose to jump a number of paces equal to the check result divided by 5 towards your destination space and land prone, or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong space.

SprintEdit

(at-will move actionbasic skill stance )

 

Target:

self (Athletics - no difficulty number).

 
 

Effect:

Move your speed and then make your Athletics check as you enter this stance. Until you end the stance, you double your base speed and gain an additional stance bonus to speed equal to the check result divided by 5, but double all armor check penalties and suffer a further -2 stance penalty to all attacks and defenses. This stance ends automatically at the end of any turn if you moved less than 4 paces during that turn. At the end of each turn that you maintain this stance, you must make an Endurance check vs. a difficulty equal to the number of paces moved, or suffer 1d4 damage from fatigue.

SwimEdit

(at-will move actionskill basic stance )

 

Target:

one adjacent water space (Athletics - no difficulty number).
A strong current or other circumstances may provide a modifier to this roll.

 
 

Effect:

You grant advantage to all enemies until you leave the water. Divide the check result by 5; this is the number of paces that you may swim through the water as part of this move action. If your check result is less than 5, you do not move, or are swept up by the current. On a critical failure, you suffer 1d6 damage as you begin to drown.

Expert Training Feats

DoorkickerEdit

(at-will standard actionexpert Athletics training)

Prerequisites:

Athletics expertise

Target:

One adjacent inanimate object (Athletics - no DC).

 
 |-

Effect:

You deal damage to the target equal to the check result.

Expert ClimbEdit

(at-will move actionexpert Athletics training)

Prerequisites:

Athletics expertise

Effect:

You make a climb check. If you succeed, you gain a climb speed equal to your speed until the end of this turn, and may climb your speed as part of this action.

Long JumpEdit

(at-will move actionexpert Athletics training)

Prerequisites:

Athletics expertise

Effect:

You make a jump check with a +10 feat bonus.

Constitution SkillsEdit

EnduranceEdit

Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath. Your Endurance Proficiency is based on your Constitution. The Endurance skill incurs an armor check penalty if you are wearing armor or a shield.  

Maintain ConcentrationEdit

(at-will free reactionbasic skill saving throw )

 

Trigger:

You take more damage than your heal value from a single effect while in a stance (Endurance vs. 15, or 20 if bloodied).

Success

You do not break the stance.

Failure

You are forced to end the stance.

Shrug it OffEdit

(at-will automatic reactionbasic skill saving throw )

 

Trigger:

You end your turn while suffering from an effect that allows this saving throw (usually dazed, stunned, blinded, deafened, or suffering from ongoing damage)
(Endurance vs. the effect's save difficulty, one roll per condition).

Success

You take any ongoing damage, and the condition ends. On a critical success, you take no ongoing damage and the condition ends.

Failure

You take any ongoing damage and continue to suffer any of its other ongoing effects.

StabilizeEdit

(at-will automatic reactionbasic skill saving throw )

 

Trigger:

You begin your turn while suffering from the dying condition (Endurance vs. 10).

 
 

Success

You are no longer dying (unless you take further damage), but are still unconscious so long as you are at 0 hit points. On a critical success, you may spend one healing reserve.

Failure

You are still dying.

Expert Training Feats

Grit your TeethEdit

(at-will automatic reactionexpert Endurance training)

Prerequisites:

Endurance expertise

Trigger:

You begin your turn while dazed, stunned or weakened.

Effect:

Make one saving throw to shrug it off. If you succeed, you are no longer dazed, stunned, or weakened.

Push OnEdit

(at-will automatic reactionexpert Endurance training)

Prerequisites:

Endurance expertise

Trigger:

You begin your turn while unconscious due to the dying condition.

Effect:

Make one saving throw to shrug it off. If you succeed, you are still dying, but are dazed instead of unconscious until the beginning of your next turn, and may stand up as part of this action.

Rub Some Dirt In ItEdit

(at-will free reactionexpert Endurance training)

Prerequisites:

Endurance expertise

Trigger:

You begin your turn suffering from a condition that causes ongoing damage.

Effect:

Make one saving throw to shrug off all ongoing damage. If you succeed, you are no longer taking any ongoing damage, and do not take the damage at the end of this turn.

Dexterity SkillsEdit

AcrobaticsEdit

Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. Your Acrobatics Proficiency is based on your Dexterity. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.  

BalanceEdit

(at-will move actionbasic skill movement )

 

Target:

An adjacent space of treacherous terrain (Acrobatics - no difficulty)
Handholds, a slippery surface or other circumstances may provide a modifier to this roll.

Effect:

You grant advantage to all enemies until you are back on solid ground. Divide the check result by 5; you may move this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your footing and fall.

Break FallEdit

(at-will immediate reactiontrained skill utility )

 

Trigger:

You would take falling damage (Acrobatics - no difficulty number)

Effect:

You reduce your falling damage by the check result.

Escape Grapple or RestraintEdit

(at-will move actionbasic skill saving throw )

 

Target:

Acrobatics vs. the restraint’s difficulty, or vs. the attacker’s original attack check value if attempting to escape a grapple.

Success

You are no longer grappled or restrained.

Failure

You do not escape.

Feat of AgilityEdit

(at-will move actionbasic skill stunt )

 

Target:

varies (Acrobatics vs. difficulty determined by the Game Master).

Effect:

Describe to the GM the action you want to perform, then make your Acrobatics check. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect determined by the GM.

Expert Training Feats

DisengageEdit

(at-will immediate actionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Effect:

You shift one pace.

Kip-upEdit

(at-will immediate actionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Effect:

You stand up from prone.

Perfect BalanceEdit

(at-will move actionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Effect:

You move your Dexterity modifier paces without the need for a balance check, ignoring difficult terrain and treacherous terrain.

Squirm FreeEdit

(at-will immediate actionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Effect:

You make an escape attempt, and may shift one pace as a free reaction if you succeed. If you were grabbed and you successfully escape, the creature that was grabbing you grants advantage to you until the end of your next turn.

Trained tumbleEdit

(at-will free reactionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Trigger:

You fall more than 5 feet and take no damage.

Effect:

You shift a number of paces equal to your Dexterity modifier.

StealthEdit

Stealth is used to hide, move silently, and remain unseen. Your Stealth Proficiency is based on your Dexterity. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.  

Attempt to HideEdit

(at-will move actiontrained skill stance )

 

Requirement

You may not enter this stance if any creature has line of sight to you, and you do not have total concealment against that creature. If you make any noise above a whisper or enter a well-lit space that does not grant at least partial concealment, you automatically end this stance at the end of that action.

Target:

Self (Stealth - no difficulty number)

Effect:

You may move up to half your speed as you enter this stance. While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result + your current concealment bonus.

Special

Whenever you whisper, attack, or move more than 2 paces in one action, you must re-roll your Stealth check and take the lower result. If you attack or move more than 5 paces, you suffer a -5 penalty to the new roll. Any creature whose Spot defense is greater than your original check result continues to notice you as you move, until you make a new Stealth check.

Move SilentlyEdit

(at-will move actionbasic skill stance )

 

Target:

Self (Stealth - no difficulty number)

Effect:

You may move up to half your speed as you enter this stance. While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result if you have total concealment against that creature or if you are further away than its Wisdom score in paces.

Special

Whenever you whisper, attack, or move more than 2 paces in one action, you must re-roll your Stealth check and take the lower result. If you attack or move more than 5 paces, you suffer a -5 penalty to the new roll. Any creature whose Spot defense is greater than your original check result continues to notice you as you move, until you make a new Stealth check.

Expert Training Feats

ThieveryEdit

Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. Your Thievery Proficiency is based on your Dexterity. The Thievery skill incurs an armor check penalty if you are wearing armor or a shield.  

Delay TrapEdit

(at-will immediate actiontrained skill utility )

 

Target:

One non-magical trap (Thievery + 5 vs. the trap’s difficulty).

Success

The trap becomes disabled until the end of your next turn.

Failure

The trap is still active. On a critical failure, you trigger the trap.

Disarm TrapEdit

(at-will standard actiontrained skill utility )

 

Target:

One non-magical trap (Thievery vs. the trap’s difficulty).

Success

The trap becomes disabled until it resets.

Failure

The trap is still active. On a critical failure, you trigger the trap.

Pick LockEdit

(at-will standard actiontrained skill utility )

 

Target:

One lock (Thievery vs. the lock’s difficulty).

Success

The lock is opened.

Failure

The lock is still closed. On a critical failure, you break the lock, which cannot be opened until destroyed or repaired.

Sleight of HandEdit

(at-will standard actiontrained skill stunt )

 

Target:

varies (Thievery vs. difficulty determined by the Game Master).

Effect:

Describe the sleight of hand trick you attempt to pull off, then make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you, and you provoke an opportunity attack while performing the action (although in most non-combat situations, your target will likely use the opportunity attack to perform a grab rather than attacking outright with a weapon).

Expert Training Feats

Intelligence SkillsEdit

ArcanaEdit

Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Wizards use the Arcana skill in conjunction with their access to an arcane power source to perform their magics. Your Arcana Proficiency is based on your Intelligence. The Arcana skill incurs an armor check penalty if you are wearing armor or a shield.  

Arcane LoreEdit

(at-will free actiontrained skill knowledge )

 

Check:

Arcana vs. the obscurity of the information.

Success

You remember some particularly useful bit of arcane trivia that is applicable to the situation at hand.

Detect MagicEdit

(at-will extended actiontrained skill utility )

 

Target:

The area within Wisdom modifier squares around you
(Arcana vs. a difficulty determined by the aura or effect’s subtlety; one minute).

Success

You become aware of any magical effects or auras within the area for which your check result exceeds that effect or aura’s difficulty, and their likely power source (primal, arcane, or divine).

Special

You may make this roll for a particular effect or aura once per encounter or short rest.

Dispel Curse or EnchantmentEdit

(at-will standard actiontrained skill saving throw )

 

Target:

One ongoing magical condition that a save could end.
(Arcana vs. the condition’s save difficulty).

Success

You dispel the condition.

Read MagicEdit

(at-will immediate actiontrained skill utility )

 

Target:

One magical effect or phenomenon that you can see.
(Arcana vs. a difficulty determined by the effect or phenomenon).

Success

You become aware of that effect’s power source (primal, arcane, or divine), and gain a general sense of what it does. On a critical success, you gain a precise understanding of the effect and all its likely consequences.

Expert Training Feats

CantripEdit

(at-will per spellexpert Arcana expert training training)

Prerequisites:

Arcana expertise

Effect:

A Cantrip is an at-will Wizard or Sorcerer spell. Each time you gain this expert training, you may specify a single at-will Wizard or Sorcerer spell from any school, and add it to your at-will feats. You may not learn at-will attack or strike spells as cantrips.

Cast RitualEdit

(at-will expertexpert Arcana training training)

Prerequisites:

Arcana expertise

Effect:

You may attempt to cast one arcane ritual that you know whose level is less than or equal to your character level.

Imbue Arcane WonderEdit

(at-will extended actionexpert Arcana training)

Prerequisites:

Arcana expertise

Effect:

You may attempt to turn a masterwork item into an arcane wonder, with an effect Level up to your character Level. You must have access to an arcane workshop, and possess the item's creation formula and all components necessary to create it.

CraftEdit

Craft is used to construct or appraise items, weapons, armor, and architecture. Your Craft Proficiency is based on your Intelligence.  

AppraiseEdit

(at-will free actiontrained skill knowledge )

 

Check:

Craft vs. the obscurity of the information.

Success

You notice some particularly useful bit of crafting detail that is applicable to the situation at hand. When used on a potentially valuable item, you gain a good approximation of that item's market value.

Craft ItemEdit

(at-will extended actiontrained skill utility )

 

Target:

One item (Craft vs. the design’s crafting difficulty)

Success

You may craft a mundane item, weapon or armor from raw materials. The check result is the percentage of the item’s base market cost that is saved by making it yourself.

Failure

The results are flawed and the materials used are wasted.

Disable TrapEdit

(at-will standard actiontrained skill utility )

 

Target:

One non-magical trap (Craft vs. the trap’s difficulty).

Success

The trap becomes disabled until it resets.

Failure

The trap is still active. On a critical failure, you trigger the trap.

Repair ItemEdit

(at-will extended actionbasic skill utility )

 

Target:

One damaged mundane item, weapon or armor
(Craft vs. the difficulty of the repair, 5 minutes).

Success

The item is repaired. On a critical success, the item gains temporary hit points equal to your Intelligence modifier against the next attempt to damage it.

Failure

The item is still damaged. On a critical failure, the item is ruined beyond repair.

Rig ContraptionEdit

(at-will extended actiontrained skill stunt )

 

Effect:

Describe the device you attempt to improvise, then make a Craft check after spending an amount of time rigging the contraption based on your Game Master's judgement.

Success

The contraption performs as expected.

Failure

The contraption doesn’t work. On a critical failure, some kind of mishap occurs.

Expert Training Feats

Craft Masterwork ItemEdit

(at-will extended actionexpert Craft training)

Prerequisites:

Craft expertise

Effect:

You may attempt to craft a masterwork item with a level up to your Character Level. You must have access to an appropriate workshop, and possess the item's creation formula and all components necessary to create it.

HistoryEdit

History is used to remember historical facts and useful information. When you perform any knowledge check that uses another skill, you may substitute History for the other skill at a -10 penalty. Your History Proficiency is based on your Intelligence.  

Ancient LoreEdit

(at-will free actiontrained skill knowledge )

 

Check:

History vs. the obscurity of the information.

Success

You remember some particularly useful bit of lore or historical detail that is applicable to the situation at hand.

Translate TextEdit

(at-will immediate actiontrained skill knowledge )

 

Target:

A passage written in another language that you can see
(History vs. the obscurity of the language and subject matter).

Special

In scene time, you may make a single roll to translate an entire document as an extended action, taking approximately 5 minutes per page.

Success

You understand a sentence or two; you may continue performing this action to translate more of the passage.

Failure

You need more time to translate. On a critical failure you get the translation entirely wrong.

Expert Training Feats

Wisdom SkillsEdit

HealEdit

Heal is used when tending to the sick or injured. Your Heal Proficiency is based on your Wisdom.  

First AidEdit

(at-will standard actiontrained skill saving throw )

 

Target:

One ajacent ally (Heal + target's Constitution modifier vs. Average difficulty)

Effect:

The target shrugs off one effect that an Endurance saving throw could end.

Stabilize AllyEdit

(at-will standard actionbasic skill saving throw )

 

Target:

One dying ally (Heal + target's Constitution modifier vs. 10)

Success

The target stabilizes as if they had saved successfully. On a critical success, the target may spend one healing reserve.

Failure

The target gains no benefit.

Treat Disease or PoisonEdit

(at-will Extended actiontrained skill utility]] )

 

Target:

one afflicted creature (Heal vs. the affliction’s DC)

Success

The affliction’s progression is halted for one day, and the target gains an additional Endurance saving throw to shake off the affliction with a +2 teamwork bonus. On a critical success, treat the affliction as if the target had automatically succeeded at their granted Endurance saving throw.

Failure

You provide no benefit.

Treat WoundsEdit

(at-will extended actionbasic skill utility )

 

Target:

You and your adjacent allies (Heal - no difficulty number)

Effect:

You may perform this action during a short rest. Each target may each spend one healing reserve, and regain an additional number of hit points equal to half the check result, divided as you choose among each injured ally. If multiple trained characters each perform a Treat Wounds action during a short rest, you may add the check results together before halving and distributing hit points.

Special

If you treat wounds during an extended rest, the party regains hit points equal to twice the check result, instead. You may distribute these hit points as you see fit.

Expert Training Feats

InsightEdit

Insight is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to 10 + your Insight proficiency. Your Insight Proficiency is based on your Wisdom.  

Detect IllusionEdit

(at-will immediate reactionbasic skill saving throw )

 

Trigger:

You perceive something that you believe to be an illusion
(Insight vs. the illusion's check result)

 
 

Effect:

The Game Master will compare your saving throw to the check value of any illusion you might be perceiving; success allows you to accurately gauge whether what you are experiencing is real, while critical success allows you to pierce the illusion and briefly glimpse what is underneath.

Sense InfluenceEdit

(at-will immediate actionbasic skill utility )

 

Target:

One creature (Insight vs. 15 + twice the Rank of the influencing effect.)

 
 

Success

You notice that something about the target is ‘off’, and may use an Arcana, Religion or Nature check to determine the source of the influence.

Special

You may only perform this action once per encounter on a particular creature, unless they perform an action that the Game Master feels strongly suggests outside influence.

Sense MotiveEdit

(at-will immediate actionbasic skill utility )

 

Target:

One creature (Insight vs. 10 + the target's Bluff modifier)

 
 

Success

You gain an accurate read of the target’s current motives and attitude.

Special

You may only perform this action once per encounter on a particular creature, unless they perform an action that the Game Master deems provides new insight into their motivations.

Snap Out of ItEdit

(at-will automatic reactionbasic skill saving throw )

 

Trigger:

You end your turn while suffering from a condition that allows this saving throw (Insight vs. the effect's save difficulty).

 
 

Success

The condition ends.

Failure

You continue to suffer the condition.

Expert Training Feats

NatureEdit

Nature is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Barbarians use the Nature skill in conjunction with their access to a primal power source to perform their magics. Your Nature Proficiency is based on your Wisdom.  

ForageEdit

(at-will extended actiontrained skill utility )

 

Target:

One area (Nature vs. difficulty based on the local terrain, flora and fauna; 5 minutes).

 
 

Success

You gather enough food, water and other resources for one person to eat well for one day. On an exceptional success, you find enough for five people. If you are searching for specific ingredients or materials, the Game Master may assign a difficulty to the task based on the rarity of what you're looking for within the area. If an ally performs a treat wounds or treat disease or poison action during the same short rest, you may add one fifth the check result of this roll as a teamwork bonus to your ally's Heal check.

Nature LoreEdit

(at-will free actiontrained skill knowledge )

 

Check:

Nature vs. the obscurity of the information.

 
 

Success

You remember some particularly useful bit of lore or natural detail that is applicable to the situation at hand.

NavigationEdit

(at-will free actiontrained skill knowledge )

 

Check:

Nature vs. the difficulty of the area you are trying to find your way through.

 
 

Success

You can determine your location and direction, and find a path through the current environment towards your destination.

Expert Training Feats

PerceptionEdit

Perception is used to examine your surroundings, spot hidden things, and detect unusual sounds, odors or tastes. Your Perception check also determines your Spot defense value; your Spot is equal to 10 + your Perception check modifier. Your Perception Proficiency is based on your Wisdom.  

Search AreaEdit

(at-will immediate actionbasic skill saving throw )

 

Target:

One square within a distance of twice your Wisdom modifier that you can see (Perception vs. any Stealth check results or Spot difficulty numbers).

 
 

Effect:

You notice any hidden creature, item or detail within a number of squares around the target square equal to your Wisdom modifier for which your saving throw exceeds that detail’s Spot difficulty or Stealth check value.

Expert Training Feats

ReligionEdit

Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. Priests use the Religion skill in conjunction with their access to a divine power source to work their miracles. Your Religion Proficiency is based on your Wisdom.  

Break CurseEdit

(at-will immediate actiontrained skill saving throw )

 

Target:

One curse or affliction that has been placed upon you or an adjacent ally, or one ongoing magical effect that a save could end (Religion vs. the curse’s save difficulty).

 
 

Success

You break the curse.

Divine LoreEdit

(at-will free actiontrained skill knowledge )

 

Check:

Religion vs. the obscurity of the information.

 
 

Success

You remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand.

Sense AlignmentEdit

(at-will free actiontrained skill utility )

 

Requirement

You must have succeeded on a sense motive check against the target earlier in this encounter or scene.

Target:

One creature (Religion vs. 10 + the target’s Bluff modifier)

 
 

Success

You gain an reasonably accurate read of the target’s probable alignment.

Special

You may only perform this action once per encounter on any given creature unless they perform an action that the Game Master deems provides new insight into their ethical values.

Expert Training Feats

Charisma SkillsEdit

BluffEdit

Bluff is used to perform, act, fast-talk, lie, cheat, or seduce. Your Bluff Proficiency is based on your Charisma.  

Create DiversionEdit

(at-will immediate actionbasic skill stunt )

 

Target:

One creature (Bluff vs. Sense)

 
 

Success

You manage to trick the opponent into paying attention to something else. You may immediately choose to either gain advantage against that enemy until the end of your next turn, or to immediately use the Stealth skill to attempt to hide from the target.

Special

Each time you attempt this during an encounter, you suffer a -5 cumulative penalty for each time you have already attempted it.

DeceiveEdit

(at-will standard actionbasic skill stunt )

 

Target:

One creature (Bluff vs. Sense)

 
 

Effect:

Describe how you attempt to deceive your target, then make your Bluff check. If you succeed, you manage to trick the opponent into believing what you say.

Give PerformanceEdit

(at-will Extended actionbasic skill stunt )

 

Target:

One crowd (Bluff vs. highest Will)

Success

You influence the crowd’s mood favorably towards you and your allies.

SeduceEdit

(at-will extended actionbasic skill stunt )

 

Target:

One creature (Bluff vs. Sense - 1 minute)

 
 

Effect:

Describe how you attempt to seduce your target, then make your Bluff check. If you succeed, the target's mood becomes more favorable towards you. If you fail, the target's mood becomes more hostile.

Expert Training Feats

BravadoEdit

(at-will immediate actionexpert Bluff training)

Prerequisites:

Bluff expertise

Effect:

You are no longer marked.

Fast TalkEdit

(at-will immediate reactionexpert Bluff training)

Prerequisites:

Bluff expertise

Trigger:

You fail Bluff, Diplomacy or Streetwise check.

Effect:

You gain a +5 feat bonus to the check result. For the remainder of the scene or encounter, you have a -2 penalty to all further Bluff, Diplomacy or Streetwise actions, and may no longer take 10 or take 20 with those skills.

StallEdit

(at-will free reactionexpert Bluff training)

Prerequisites:

Bluff expertise

Trigger:

You roll Initiative (Bluff vs. highest enemy's Sense).

Hit:

Your allies gain a feat bonus to Initiative equal to twice your Charisma modifier.

Effect:

You grant advantage to all enemies until the end of your next turn.

DiplomacyEdit

Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact. Your Diplomacy Proficiency is based on your Charisma.  

HaggleEdit

(at-will extended actionbasic skill utility )

 

Target:

One merchant (Diplomacy vs. Sense - 1 minute, +5 per 10% price adjustment)

Success

You may adjust the cost of one good you are selling or purchasing by the desired amount.

InfluenceEdit

(at-will extended actionbasic skill utility )

 

Effect:

Describe to the Game Master how you attempt to influence the target, then make a Diplomacy check vs. the target’s Sense. On a success, you influence the target into adopting a desired attitude, belief or action.

Negotiate SurrenderEdit

(at-will free interruptbasic skill utility )

 

Target:

One creature which would hit you or an ally with an attack (Diplomacy vs. Will)

 
 

Success

You may attempt to halt combat and negotiate the surrender of your allies.

Special

You may only perform this action vs. opponents who are intelligent and willing to accept a surrender.

Expert Training Feats

IntimidationEdit

Intimidation is used to bully, frighten, or coerce others into doing your bidding. Your Intimidation Proficiency is based on your Charisma.  

Cow FoeEdit

(at-will immediate actiontrained skill fear attack )

 

Trigger:

You bloody a creature within Charisma modifier paces with an attack
(Intimidation vs. Will)

Success

You force the target to surrender or flee.

Failure

You grant advantage to the target until the end of your next turn, and may not gain advantage. You may not attempt to intimidate the target again during this encounter.

IntimidateEdit

(at-will standard actionbasic skill fear attack )

 

Target:

One creature within 5 paces (Intimidation vs. Will)

Hit:

You may mark the target until the end of your next turn, force the target to surrender if bloodied, or coerce the target into taking some other action with the Game Master's approval. On a critical hit, the target becomes Dominated until the end of your next turn.

Miss:

You grant advantage to the target until the end of your next turn, and may not gain advantage.

Expert Training Feats

StreetwiseEdit

Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. Your Streetwise Proficiency is based on your Charisma.  

Local LoreEdit

(at-will Extended actiontrained skill knowledge )

 

Effect:

Describe how you attempt to interact with the locals, then make a Streetwise knowledge check vs. a difficulty determined by the Game Master. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand.

Expert Training Feats

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